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Civilization

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



-> cheat #1 <-

 Press ALTernate and 'R' simultaneoulsy to randomly choose the leaders 

 personalities.

-> cheat #2 <-

 In some of the versions the following may also work: Press SHIFT and type

 '1234567890T' to get a complete map which ables you to look at enemy cities.





______________________________________________________________________________

         /\   |\      |\                   /\  /\      /\                    /

________/  \__| \_____| \_______     _____/  \/  \____/  \    ______________/

       /    \ |  \    |  \      |   |    /    \   \  /   /   /   /       /

      /      \|   \___|   \___  |   |   /      \   \/   /   /   /   ____/ 

     /   /\   \   /   \   /   \ |   |  /   /\   \      /   /   /   /    \

____/   /__\   \       \       \| __|_/   /__\   \    /   /___/   /      \

\  /   /        \      /       /  \  /   /       /   /       \           /

 \/   /__________\____/_______/____\/   /_______/   /_________\    _____/

  \  /                              \  /\  /    \  /           \  /

   \/                                \/  \/      \/             \/



                            ALLIANCE PRESENTS



                          The Official Guide to

                               Sid Meier's



                         C I V I L I Z A T I O N



                              Keith Ferrell



                         The Authoritative Guide



                  Amiga Adaption by Baser Evil/Alliance





      Greetings to Rygar - Scooter - 2-Tuff - Munchie - Loons - Flex

                    H.I.M, Skid Row, LSD, and the rest







                                  CONTENTS



Acknowledgements......................................................VIII

A Game as Big as History................................................XI



 1. Caveat...............................................................1

 2. A Civilizied Frame of Mind...........................................5

 3. A Walk Through Sid Meier's Civilization.............................13

 4. Crude Huts and Rough Implements.....................................41

 5. The Best Defense....................................................67

 6. Taking Offense......................................................95

 7. Cultural Considerations............................................119

 8. Questions of Balance: Commerce and Government......................137

 9. A World at War.....................................................155

10. A World at Peace...................................................175



Appendix A. 175 Tips, Hints, and Tools for Ruling Your Civilization....189

Appendix B. A Conversation with the Creators...........................217



Index..................................................................227



About the Author.......................................................235



====================================================================== vii





ACKNOWLDEGMENTS



There's no way to cover all of the options and opportunities offered by a

game such as Sid Meier's Civilization in even a sizable book. What I've

tried to do here is to give you the benefit of my own experiences with the

game, bearing in mind that your experiences will be different, and that,

indeed, everyone will approach the game with his or her own set of biases

and preferences, which will, in turn, shape the game at hand.

    This flexibility is, above all, a tribute to Sid Meier, Bruce

Shelley, and the entire design and production team at MicroProse. I know

of no othr game so open-ended yet so filled with ideas and exitements as

this one. That's a neat accmplishment, and one worthy of much commercial

success and critical acclaim.

    Sid and Bruce both made generous helpings of their time available to

me at a very early stage in the development of the game and of this book.

Their hospitality and insights helped shape the book's direction, and

helped me as well as get a handle on hw to write about a game that's

different evry time you play it. My goal, more than anything else, was

to write a book that would open the player's eyes to the many different

opportunities this fine game offers.

    Kathy Gilmore at MicroProse proved over and over again why she is so

often mentioned as the best in the press relations business. Her concerns

that I have all the resources needed to do



===================================================================== viii





the book, her constant accessibility, her own generosity of time and

involvement all helped make this a better book.

    Stephen Levy demonstrated daily - sometimes hourly - why patience is a

key among a publisher's virtues, especially during a diffiult and more

often than not hectic period of composition. Pam Plaut, the book's editor,

is a writer's dream and may be even more patient than Stephen.

    All of the fine staff at OMNI helped with insights and advice,

particularly Sandy Fritz, who provided some excellent research materials

at just the right moment, and Murray Cox, who may have heard more about

this book than he cared to.

    At home, Martha and Alec Ferrel were as always terrific to be around

during the writing of a book. They're pretty nice to be around at other

times, too.

    And above all, the two to whom the book is dedicated. My brother Ed

Ferrel, and our spiritual brother Gregg Keizer, both contributed

mightily to my understanding of game design, civilzation dynamics, and

the intellctual bases this game rests upon. Thanks guys, let's do it

again sometime (without the book.)



======================================================================= ix





INTRODUCTION

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

A GAME AS BIG AS HISTORY



The impulse to cultivate the land, domesticate wildlife, settle in one

location and frm that location send out explorers, envoys, warriors,

traders, and colonists - the urge, in other words, to civilize - is an

impulse less than 10,000 years old.

    That's not much time. Our earliest primate ancestors appeared on the

scene about 18 million years ago, with the first members of the genus

Homo arriving 16 million years or so later. Homo sapiens spaiens, our

species, is barely 100,000 years old. Civilized humanity is, so to

speak, a most invention.

    Yet that handful of civilized millenia encompasses a climb from

cowering in darkness to reaching for the stars. While civilizations have

risen and fallen over the past 8,000 years, the impulse to civilize -

to develop natural and human resources for the betterment of the

population - has remained, for the most part, constant.

    Sid Meier's Civilization gives you the opportunity to create, rule,

and manage a ivilization. (Ruling and managing are, players quickly

discover, quite different things.) As the game begins, you control a

single band of settlers with little or no technology; to win the game,

yours must be the first civilization to colonize a planet in another

stellar system. This game has range.



===================================================================== xiii 





Civilization may, in fact, be the most open-ended and flexible computer

game ever developed. Each step along the pathway to a fully functioning,

happy and healthy, well-managed civilization can lead in several

directions. Deisions made early in the game can generate consequences

that stretch across centuries. There is n right or wrong way to play the

game.

    Paradoxially, the degree of freedom allowed by the game imposes a

greater responsibiliy on the player than is true of most games. There's

more at stake here, or at least there seems to be. Sid Meier has done a

wonderful job of creating the illusion of genuine consequence withing what

is, after all, an interactive elctronic entertainment.

    Don't get me wrong: You can have quite a good time playing

Civilization quickly, taking a "smash-and-grab" approach. Devote your

entire attention and productive ability to cranking out military units,

seeking enemies, making war. Such an approach, though, may be foredoomed.

Your opponents are likely to be craftier, more intelligent (in the context

of the game, at least), and more organized than you. Their own attention

to economic and cultural development may ultimately provide them with more

effective weapons of war than your own approach. (Bear in mind, too, that

even a "quick" game can take several hours to complete ... unless your

civilization is rapidly overrun by other, more vibrant cultures.)

    Conquest and warfare certainly play a major part in Sid Meier's

Civilization: This is a terrific wargame. Yet it is more than that, just

as even the most warlike of real civilizations are always more than just

military machines. Culture and government, religion and commerce demand

the same degree of attention as production of weapons and military units;

they may well prove more valuable to the ultimate destiny of your

civilization.

    Meier's acomplishment here is, ultimately, the development of a game

whose peacful development aspects can be as or even more fullfilling than

its warlike aspects. How many wargames can



====================================================================== xiV 





you think of in which you have the choice between producing either weapons

of mass destruction or Shakspeare's Theater? That the option is present is

an indication of Meier's growth as a designer; that plowshares can in some

ways be as fundamental to success as swords is an indication of the

sophistication of the game.

    There is a science fictional aspect to Sid Meier's civilization - or

perhaps a more appropriate comparison would be to a fantasy scenario. The

game does not promise to duplicate civilization as our species' history

knows it. Rather, players are provided with the tools of civilization and

given the chance to make of those tools what they will. While all playrs -

one human (you) and up to six omputer opponents - start at the same level,

the evolution and development of individual civilizations does not follow

paralel tracks any more than it did in our own history. Forms of

government, ideologies, and technologies can collide. I have played games

wherein I constructed  lovely civilizations at a roughly medieval leveel

of technology, only to be invaded and conquered by opponents in tanks and

aircraft.

    Likewise, I have found myself in control of modern technologies that

provided the means for laying siege to the entire world. The clash of

cultures that dramtizes so much of human history is made vivid in the

confines of Sid Meier's game. That the clash can produce tragic results is

inherent in some of the game's messages: EEgyptian civilization destroyed,

for example, carries a measure of poignance, even if it fell at your

hands.



======================================================================= xV





    As destroyer or destroyed, you will find yourself facing incongruous

but convincing confrontations. Placing chariots and catapults in the path

of armored personnel carriers without the confrontation seeming forced or

false, in the manner of a wargame construction kit, is a tribute to the

game's persuasive abilities. You will find yourself not only suspending

your disbelief, but also caring for the societies you create.

    Through it all, the player is reminded of the management aspects a

civilization demands. Infrastructure is crucial. Your people must be

housed, fed, and cared for, or they will let you know their displeasure.

The infrastructure must be maintained and upgraded. Simple roads can

become highways or rail lines. Primitive sailing craft able only to hug

the shore give way to huge oceangoing transports, battleships, carriers,

and subs. Theer are libraries and universities here, as well as

barracks and depots. Ideas are as crucial as ordnance to the growth and

expansion of your civilization.

    Best of all, there's a sense throughout of the interrelationship

among ideas, of the continuity of cultural evolution. Decisions made

early in the game echo throughout its progress, both to your



====================================================================== xVi





advantage and aginst it. Each path you choose both opens and closes other

opportunities. You learn quickly to choose carefully.

    There is also a sense in which this game can be viewed as a sort of

living, interactive history book, with the understanding that the history

is being made up as you go. You will quickly discern the relationships

the relationships among ideas: which discoveries lay the foundations

for subsequent leaps, and which can lead you into fascinating but not

necessarily profitable directions. The intellectual underpinings of

Sid Meier's Civilization are compulsively interesting.

    Meier is aware as well that civilizations play out their lives on

planetary surfaces, often despoiling them in the process. You are charged

in this game not only with exploiting the world's natural resources, but

also with renewing and restoring them. Fail to do so - or permit your

adverseries to go too far in despoiling the natural world - and you face

global disaster. Again, you are provided with both the information and the

tools necessary to accomplish the task of fending off cataclysm.

    Extending the thought experiment another step, Meier provides an

option that lets you alter the climate of your world before you begin. If

you've wondered how civilization might differ on a wetter or dryer world

than our own, here's your chance to find out.

    Our own world is here as well. While most of the games you play will

take place on randomly generated worldmaps, Meier has included a map of

earth and given you the chance to launch your civilization from its

actual, historical starting place. Do you have what it takes to lead the

Egyptians to teh stars?

    There's even an interactive encyclopedia of sorts, with entries

specific to the game. Design and aesthetic decisions are well supported by

information resources, both within the game and in Bruce Shelly's

elegantly written documentation. You have at hand the materials you need

to make informed decisions.

    Will they be the right decisions? There's no clear answer to that

question. Sid Meier is as aware of the dilemma of design bias as any

designer I know. It's not by accident - nor solely by marketing intent, I

think - the game is called Sid Meier's Civilization.



===================================================================== xVii





Insofar as is possible, Meier has minimized his overt presence in the

game: You don't have to "think like Sid" in order to prosper. What he has

done is to create a sort of electronic pocket universe with clearly

defined rules and proscriptions. Within those limits, you are on your own,

able to find your way according to your own inclinations and abilities.

    Those inclinations and abilities may evolve as your relationship with

the game grows deeper. While the game is primarily intended as an

entertainment, it has an educational aspect that cannot be overlooked.

Meier is not teaching here, nor - except in a couple of enviornmental

areas - is he preaching. Rather, he is providing players with a

self-contained continuum to explore, and letting the reasonable and

realistic rules of that do the teaching. You learn by experience what

works and what doesn't. If the lessons learned are not directly applicable

to the real history of our planet, it's not going too far to say that they

may deepen your appreciation of the intracacies of history, and the odds

against which civilizations have always struggled.

    Sid Meier's Civilization s a bold stroke from one of the boldest of

our interactive game designers. This is one game that challenges your

worthiness, your intellect as well as your instincts, that provides

interplay of ideas as well as fun. In short, a most civilized

entertainment.



==================================================================== xViii





CHAPTER 1

---------



CAVEAT ...



Sid Meier's Civilization is the end result of thousands of hours of

thought, creativity, and plain hard work on the part of designers Sid

Meier and Bruce Shelley, as well as the rest of the team at MicroProse.

They have put their best efforts into this game, producing a genuinely

original product, one that should provide literally hundreads of hours of

entertainment and edification.

    Their creativity is also part of a business - quite a successful one,

in fact. Sid and Bruce, and the rest of the MicroProse team depend on

revenues from their games in order to pay their salaries. There's a

bargain inherent here, a two-way street. You pay before you play.

    You owe it to them, in other words, to use only legitimate copies of

the game, and to acquire those copies the old-fashioned way: by purchasing

them. (Or by being given the game by someone who purchased it.)

    That's not a lot to ask when you consider the vast riches and

challenges embedded in Civilization. You're a rare player if you can

master the game in a single sitting; and even quick games can take ten or

more hours to play. In other words, this game rapidly amortizes its cost

out to a few thousand dollars a session. And, if you're like most

Civilization fans, that few dollars will evolve into a few cents per

session simply because you're playing the game so often.



======================================================================== 3





    To that end, be aware that this book is no substitute for the game

manual. While I think there's a lot in my book that's not in the manual,

there's also a lot in the manual that's not here. Specifically, I have not

included keyboard instructions or other specific details of game operation

that properly belong in the game's documentation. My aim here is to help

you get more out of the game, not to help you get around purchasing it.

    Software piracy is a serious issue that grows more serious every day.

The interactivity that enteratinment software invites if also an

invitation to participate in repaying the creators of your favorite

programs. That participation - in the form of payment for products - is

crucial if the entertainment software industry is to continue to grow and

evolve, producing ever more challenging and delightful games and programs.

    So play it straight. Pay befroe you play.

    If you are playing a legitamet edition of Si Meier's Civilization, I

hope you find my book helpful, even rewarding. May your civilizations

flower and spread out among the stars.

    Ad if you're playing a pirate copy, I hope your civilizations all

collapse in ruins and your citizens flay you in the electronic streets.



======================================================================== 4





CHAPTER 2

---------

A CIVILIZED FRAME OF MIND



This is a thinking person's game. Better than any piece of interactive

electronic entertainment I know, Civilization draws upon a variety of your

internal resources. While the game is fun, it can also be educational.

Understanding always that Civilization is a game and not an

event-for-event simulation of human history, you can nonetheless derive

from playing it a sense of the sweep and accomplishment of human

civilizations over the millennia. That perspective can also help you excel

at the game.

    It will help to develop the long view. Think in terms of consequences

over decades, if not centuries, and you'll stand a better chance of

mastering the intricacies of Sid Meier's Civilization.

    Certain skills will serve you better than others. A constantly

aggressive and expansionist playing style may work against you over the

long run. Likewise, too relaxed an approach, too great a willingness to

strike every treaty that comes along, may hamper your ability to grow. As

the ruler of your electronic civilization, you must seek equilibrium among

a variety of related but in some ways disparate playing skills.



======================================================================== 7





A SENSE OF PERSPECTIVE



Key among these skills is the balanced sense of perspective possessed by

good managers. Very quickly in Civilization, you'll find yourself juggling

a large number of conflicting if not contradictory demands, challenges,

and opportunities. There is no one correct way to organize your response

to these aspects of the game. But there are tools - thought tools, ways of

thinking - that can help ensure that your decisions serve your ultimate

goals.

    Information is the foremost resource of the successful civilization.

Information in teh game takes two forms: that which you generate from teh

skills, civilization advances, institutions, and investments of your own

society, and that information you obtain from other civilizations. The

infrastructure of your civilization is important, but can be argued that

in this game, it's info-structure that marks the difference between

success and failure. Manage your information wisely and you will have

taken a large step twoard making the right decisions when crunches come.

    The long time-frame perspecive and its relationship to information

come together in one of Civilization's most intersting aspects:

negotiation with other civilizations. You can strike treaties, exchange

knowledge, form alliances. There is a temptation, bred perhaps from an

entire generation of wargames pure and simple, or perhaps from our own

human nature, to build and aggressive, militaristic civilization, letting

little or nothing stand in the way of your expansion. This ruthless

approach can work, and work spectacularly well. Indeed, this is the

approach to take if you're looking for a quick, total victory.

    But the odds are strong that Civilization won'y yield a quick conquest

of the world. You're going to have to share your planet with other groups,

some belligerent, some peaceful. Knowing which is which and striking the

best possible balance of aggression and concilliation will help you keep

your civilization strong.



======================================================================== 8





A LITTLE KNOWLEDGE



Civilization is also unusual in its approach to the relationships among

bodies of knowledge. Ideas build upon each other. Your scientists and wise

people can see further because they stand upon the shoulders of those who

came befor ethem. As you are prompted from time to time to designate a

particular course of academic research, put yourself in that long-view

mode.

    The knowledge that seems best to serve your immediate temporal needs

may not help you so much a generation or two down the line.

    You must feed, house, and care for those generations as they multiply.

Here, the skills of the city planner and resource manager come into play.

You may find yourself torn between expanding your empire and solidifying

your control at home. Opt for home: Over the long run you will be

rewarded.

    Your citizens do have it in their power to reward you, but they also

have it in their power to slap your wrists - or worse! - for bad

management. The rewards take several forms, including noticeable increases

in productivity.

    Citizen dissatisfaction assums several guises as well. You will find

yoruself losing productive capacity, even population, if you don't see

taht the basic needs of your citizens are met. Nor will harsh despotic

rule always serve you well, although it is an option. There are ideas at

work in this game, among them a fairly sophisticated notion of governement

and the adavtanges and disadvantages of its various historical and

contemporary forms. If you can possibly manage to do so, give your

citizens every freedom available. Your task will not necessarily be made

easier by the democratic approach, but the core of your society may be

healthier.



======================================================================== 9





DOMESTIC TRANQUILITY



That internal health needs to be stressed. This is another way of advising

you not to keep your eyes too constantly on the frontier, tempting though

that frontier might be. You cannot successfully wage worldwide war - or

even global commerce - if there's rot and decay at home. Upgrade your

citizens' cities at every affordable opportunity.

    Bear in mind as well that your people do not live by food and toil

alone. Even the citizenry of a despot requires some luxuries: These are

the leavening that can help hold your depotism together.

    As you progress through the game you'll find that your decisions grow

more complex and challenging. Here, you'll need something of the talent of

a seer, albeit a well-informed seer. As your world approaches the modern

age - as measured by technological ability, not just the calendar date -

you must shift your eyes from the planet at hand to worlds beyond your

own. Because the ultimate goal of civilization is to expand beyond your

own planet and onto others, there is a point in the game where rapid

scientific progress - the marvels of the Information Age - becomes vital

to victory. Prepare your society for the Space Age by laying a solid

groundwork of scientific accomplishment.

    Prepare as well for laying siege and living under besiegement. The end

game in Civilization can be won - or lost - in a number of ways. You will

reach a point at which either the world lies at your feet, or you find

yoruself striking alliances and fending off invasions in order to hold

onto your empire. Time sof expansion end; times of consolidation and

control can win teh game for you. This is especially true in the end game,

the final 200 years or so, during which someone will first recah the

stars.



======================================================================= 10





A GAME THAT HOLDS WONDERS



 That's the end game. The journey there can be as rewarding as the

resolution. This brief introduction - an entire book, for that matter -

can barely do justice to teh richness of detail and decision that lie in

teh game, and which you will encounter on your way to the creation of a

fnctioning civilization.

    Along the way, for example, you will have the chance to create

wonders, different ones for different ages. The creation of a Wonder of

the World is an undertaking that virtually defines the long view. Think of

the Wonders as investments in the future of your civilization. Dedicating

a single city to single creation for dozens of turns, perhaps more than a

hundred turns, is a step not easily taken; yet build the right Wonder of

the Worlds, and you can reap the benefits for millennia.

    Millennial reach, the huge sweep of history, is probably the great

accomplishment of this game, and teh aspect which will linger in your

memory. By applying that memory to the game - by taking lessons learned

from the real past of our species' history, and the electronic past

acquired through playing Sid Meier's Civilization - you will discover the

benefits of approaching your computer in the right, long-range frame of

mind.



======================================================================= 11





CHAPTER 3

---------

A WALK THROUGH SID MEIER'S CIVILIZATION



    It's you against the world.

    That world consists of the natural world itself, its lands and oceans,

your computer oppinents, and, in a sense, your own people. These are the

operative elements of Sid Meier's Civilization, the elements with which

you will interact. It's up to you to manage, lead, negotiate, direct,

inspire, and coordinate your particular civilization's responses to these

elements. As the central character in Sid Meier's Civilization, you assume

the roles of ruler, general, industrial leader, political strategist,

cultural arbiter, and more. Because of the game's all-but-uniqe

flexibility - it's a rare situation where you don't have several choices

to make, some of them of great and long-lasting consequence - no two games

will be alike.

    For that reason, the more familiar you become with the game, its

resources and manual, as well as this book, the better prepared you will

be to make the righ decisions as the arise.

    In this chapetr, we'll walk through the main features and resources of

this exceptionally rich game, as well as look at its interface and command

structure.



======================================================================= 15





THE WORLDS THEMSELVES



The worlds in Sid Meier's Civilization are generated randomly, ensuring

that each world differes from teh others. The worlds have in common north

and south polar caps that extend around the globe and which cannot be

penetrated. Otherwsie, the worlds have oceans, islands, and continents in

varying degrees of concentartion.

    You can vary some of the world conditions by taking advantage of the

options offered during the world-building phase of game setup. Raise the

temperature, increase or decrease the amount of water on the world, change

the game's time scale - make the game your own, in other words.

    The one non-random, predetermined world available from the setup menu

is our own. You owe it to yourself at least once to play the game of

Civilization on familiar territory, testing yourself against the geography

of our home planet.



LEVELS OF PLAY



Sid Meier's Civilization offers five levels of play, ranging from beginner

to advanced. Naturally, the lower levels offer simpler challenges -

technological advances are more easily achieved, apponents more easily

defeated. Progress and production take more time at the upper levels, and

opponents are substantially tougher.



NUMBER OF CIVILIZATIONS



As teh game begins, you are prompted to select the number of civilizations

that will be involved, ranging from three to seven. If you're playing for

the quick, world-dominating win, your best bet is to select a smaller

number of civilizations. More nations, on the ther hand, makes for a more

sophisticated game, with larger opportunities for economic intercourse

between civilizations,



======================================================================= 16





alliances, and so on. A larger number of nations, incidentally, all but

ensures that you will encounter other civilizations very early in the

game, perhaps in the first few turns. If you want a better chance of being

left alone for awhile, your best bet is to play against a smaller number

of opponents.



THE GAME TURN



Civilization progresses through a series of turns, each representing the

passage of a set period of time. This time period ranges from 20 years per

turn in the early stages of the game to a single year per turn as the game

moves toward the modern world.

    Turns are divided into segments, during which you make decisions

regarding the production of new units in cities which have completed a

unit or improvement under construction, move active units, and engage in

combat or negotition with other civilizations. Once all of your active

units have moved, your turn ends. The turn sequence also applies to all

other civilizations in the game.

    At the beginning of a turn there may or may not be a natural disaster

randomly generated by the computer and trageted at a single city.

Disasters - fire, flood, and so on - can be avoided if you possess

appropriate technology.

    City growth, essential to a thriving and expanding civilization, also

occurs, if possible, each turn. City growth is made possible by a number

of factors that you will become familiar with as you play the game. Key

among the factors are:



    > surplus food - enables your population to expand.

    > an orderly society - represented by a greater number of happy or

      content citizens than discontent ones.

    > capacity for city maintenance - which means that your tax revenues -

      or treasury reserves - are large enough to support the various

      facilities, institutions, and remote units each city is

      responsible for.



======================================================================= 17





    Other factors figure in as well, but those are the most essential

items for sustained city growth. As we'll see later in this chapter, the

city management screen provides you with the information you'll need to

know when a city is doing well, and when it's headed for the dogs.



GOALS OF THE GAME



The goal of Sid Meier's Civilization is to win the game by having the

world's most advanced or dominant civilization. There are a couple of ways

to win.

    First is by completely eliminating all other civilizations. This

strategy, as we'll see in later chapters, all but requires an early and

ruthless commitment to combat as you devote yourself and your resources to

smiting other civilizations every time you encounter them. This is a risky

approach: Other civilizations may leapfrog your technology, giving them a

decided edge in battle. The largest army of musketeers you can assemble

won't last long against an array of tanks, mechanized infantry units, and

bombers.

    Nor does the destruction of an opposing civilization necessarily mean

its ultimate elimination. Civilizations have a way of reappearing in other

parts of the map after you've crushed them. (Unfortunately, if you are

crushed, it's final: The game ends.)

    An additional argument against pursuing complete elimination of your

enemies has an economic foundation. As your civilization grows, it costs

more and more to support. Other civilizations offer you opportunities for

income from trade and commerce - opportunities that are denied you if you

eliminate the civilization. Indeed, it's tough to navigate caravans

through battle zones, so just making war on a neighboring civilization can

result in economic challenges.

    There is another way to win the game, and that's by surviving long

enough for colonists from your world to reach the world of another star.



======================================================================= 18





Ideally, these colonists will be yours. As you - and your opponents -

reach the later stages of the game and advanced technologies are acquired,

spaceflight becomes a main focus of development activity. Those

civilizations that can will begin constructing starships, assembling

modules and components in orbit above the planet. When a starship is fully

equipped and loaded with colonists, food, and life-support technology, it

can be launched toward Alpha Centauri. The voyage, even for the most

advanced starship, will take years. When a starship reaches the Alpha

Centauri system the game ends and final scores are calculated.

    Score is kept in Sid Meier's Civilization by a formula based on the

number of happy citizens in each population (2 points apiece), the number

of content citizens (1 point each), the number of Wonders of the World (20

points for each Wonder), and teh number of polluted squares (you lose 10

points for each square that's polluted as the game ends.)

    Bonus points are awarded for being the civilization whose starship

reaches Alpha Centauri first, on a formula of 50 points for each 10,000

colonists to reach the star system. You can also earn a bonus of 1,000

points for completely conquering the world.

    Getting to the end of the game, whether or not you win, is quite an

accomplishment, especially at the higher levels. To win a game at the

higher levels means that you are truly a master of civilization, an

achievement you should be proud of. As we shall see in the next section,

this game is not only complex, it is laden with decisions and information,

all of which must be coordinated and managed by the duccessful ruler.

Fortunately, Sid Meier has designed an interface and game-management

system that makes the information you need accessible to you in a variety

of forms.



MAIN MAP SCREEN



Most of your time will be spent here, guiding your forces around the

world.



======================================================================= 19





    The map screen and layout are simple. Most of the screen is occupied

by a map of teh local terrain surronding your active unit. The active unit

occupies the central spot in this portion of the screen. If the area

around that unit has not yet been explored, you'll see only blackness.

Otherwise, you'll see the terrain and ocean squares, your own and enemy

units, your own and enemy cities. City squares carry numbes representing

the relative strengths of the city. Pay attention to those numbers,

especially when looking at enemy territory. The higher the number, the

stronger the city. An awareness of city values can help you decide which

cities to attack when mounting a military campaign, or which to establish

trade routes with first in order to improve your economy.

    Getting around the map window is simple. Civilization plays itself out

on a flat map of the world, which you see from an overhead perspective.

Impenetrable icecaps seal off the top and bottom of the map.

Circumnavigation, then, takes place only in easterly or westerly

directions.

    Scrolling around the map is just a matter of pointing and clicking

with yoru mouse. You can view teh entire world in this manner, one screen

at a time.

    Getting back to where you started is equally simple. A single

keystroke centers your active unit.

    Another way to get around teh map is by using the "Find City" menu

option, described later in this chapter.

    As the game progresses and civilizations grow, you'll find yourself

with more and more of the worldmap revealed; if the game lasts long

enough, all of the squares will be uncovered. This is when your

familiarity with the map will serve you best. Scroll around before making

important decisions. Look at your enemies' civilizations as tehy appear on

the map (bearing in mind that the information displayed is only as recent

as the last time one of your units passed through an enemy-controlled

square). Examine the layout of your own civilization, looking for areas of

vulnerability or overcrowding.



======================================================================= 20





MENU BAR



Extending along the top of teh map display is a menu bar from which drop

down the menus you use to issue orders and derive information, as well as

manage file saves and other computer overhead operations.

    The menu bar has several main categories:

    Game: Here you have several activities.

    Revolution: As your civilization reaches certain levels, you can

change the nature of your government. Activatinf this item throws your

civilization into temporary disarray, from which emerges a new form of

government, with the possibilities ranging from depotism to republic.

    Tax Rate: Determines what percentage of your civilization's income is

devoted to taxes for maintenance of your infrastructure.

    Luxury Rate: Increases the percentage of income devoted to luxuries

for your population. The greater the luxury rate, teh happier your people

are.

    Find City: Accesses a database of all the world's known cities,

especially helpful as teh number of cities grows into the dozens. Just

type the name - of the first few letters - of a particular city, and the

screen centers on the city. (This and other game menu operations can be

accessed via the keyboard as well as the menu bar.)

    Orders: Here you issue orders to your various units in sequence. The

nature of the orders available for issue depends upon the particular

active unit.

    Advisors: No effective leader operates in a vacum. Civilization

provides you with a variety of wise advisors whose counsel you will come

to count on as you guide your civilization through the centuries. The

advisors are:



  > City Status: Shows you at a glance the cities that comprise your

civilization. An important screen, especially as



======================================================================= 21





you move into larger numbers of cities. Here's where you get reminders of

what you're producing and where, how much trade each city generates, its

food and resources, and so on. A good place as well to keep an eye out for

problems as they develop in cities.



  > Military Advisor: Even if you're not running a warlike civilization,

you'll come to rely on the reports this menu offers. First, you are shows

the nature of your military resources, how many of each type of military

unit you currently have in existence, as well as how many of each unit you

currently have in production. The second report comes from the

battlefields, filling you in on the number of enemy units you've

destroyed. This can be especially helpful if you wage war against more

than one civilization, or if wars seem to be stretching over too long a

period of time. Check this csreen periodically to see if you're making

progress in destroying enemy armies of if you're expending valuable

resources on military campaigns that only seem to be whittling away at an

opponent, never eliminating it.



  > Intelligence Advisor: The wise player builds and dispatches diplomat

units as early in the game as possible. These units serve several

purposes, but key among them is the establishment of embassies in other

civilizations.



    Once an embassy is established, you become privy to information about

taht civilization. You may find that it is the most frequently visited of

all your advisor screens, as it offers a rich bounty of data about your

computer opponents.

    Among the information your embassies can provide is teh type of

government the other civilization enjoys, with whom it is at war, the

amount of money in its treasury, the number of military it has currently

under commission (this is one well worth watching closely as you mount a

campaign), and its relations with other nations.



======================================================================= 22





    A second intelligence-report screen provides further insights into the

civilization's goals and technological capabilities.



  > Attitude Advisor: In order to have a civilization, you must have

    citizens. And if you have citizens, you have to feed them, see to

    their domestic needs, provide them with resources and luxuries, and

    generally take care of their every need. It's not easy! And your

    citizens are all too ready to let you know when you've let them down.



    Your attitude advisor keeps you posted on the well-being of your

population, filling you in on the number of happy, content, and discontent

citizens in the cities that make up your civlization. As we've seen, the

attitude of of your population can directly and dramatically affect your

overall civilization score, so it's wise to check with this advisor on a

regular basis. The advisor's report includes a glimpse of each of your

cities, its population, and any city improvements that have a direct

bearing on the population's attitude. An overall snapshot of your

civilization's attitude is also provided. This report offers quick insight

into those cities where a change in production of city improvements may be

needed to return a portion of the population to tranquility.

    But don't worry - if you don't check with your attitude advisor, your

population will let you know, in no uncertain terms, when it's growing

discontent. Remember, a happy population is a successful population, able

to produce more, able to grow, eager to expand.



  > Trade Advisor: The economic nature of Civilization cannot be

    overstressed. Wars may be won on the battlefield, but they're

    paid for by the treasury, marketplaces, and banks of your cities.



    The Trade Advisor's report is straightforward, broken out by cities.

You are shown the percentage of each city's revenues

 

======================================================================= 23





devoted to taxes, scientific research, and luxuries, as well as specific

amounts for these percentages.



    Additional information provided by this advisor includes the city

improvements you possess and their cost for maintenance each turn. You

also get a picture of the next technological leap being pursued by your

scientists and the number of turns waiting until it is achieved.



  > Science Advisor: Here you will see which scientific advances your

    civilization has achieved, and how you are progessing toward the

    next great leap forward.



    WORLD REPORTS: These reports are your best guides to what's going on

in the rest of the world, even those parts you have not yet explored, and

those civilizations you have not yet contacted.

    There are several world reports:

    Wonders of the World: Civilization contains 21 Wonders that can be

built by individual civilizations, although only 7 Wonders are available

in each of the game's three historical epochs: Ancients,

Medieval/Renaissance, Modern. The Wonders report in-



======================================================================= 24





forms you of which Wonders have been built, by which civilization, and in

which city. This can be helpful in obtaining information about

civilizations as yet unkown to you.

    Remember that if you capture a city containing a Wonder, you take

possession of that Wonder and reap its benefits. Target cities holding

Wonders for conquest.

    Top Five Cities: Just what it says it is. You see a list of the

world's leading cities, with rankings based on the number of happy and

content citizens as well as the presence of Wonders. Here's an opportunity

to get a real edge on the game by discovering the existence of great

cities and civilizations of which you may as yet have absoltely no

knowledge. This information can help you target your exploration by

remaining on the laert for evidence of civilizations you've learned about

from the Top Cities report. When you find those civilizations, seek out

the cities that place in the Top 5 and, if you can, capture them.

    Civilization Score: An overview of your current score based on

measurements similar to those used to determine your final score.

Additional factors taken into account here include points awarded for each

turn of world peace.

    World Map: The entire known world, available to you at a glance.

    Space Ships: Visual reports on the construction of interstellar craft

by the various civilizations engaged in the game. You get a picture of the

craft under construction, which will, in turn, give you a sense of how

close your opponents are to launching their starship on its voyage of

colonization. If they're a lot closer than you, you might have to use

military force to try to slow their progress.

    You can, be they way, bring enemy starship production to a complete

halt by capturing the capital city of the civilization building teh

starship.



======================================================================= 25





    As you move deeper into the Civilization end game, you may find

yourself referring to the Space Ship Report with increasing frequency.

(It's also one of the game's most attractive screens.)

    Demographics: Ranks your civilization's population in relation to the

populations of the other civilizations in the game. A detailed report, it

includes information on more than a dozen areas:



    Approval Rating            Population

    Size                       Gross National Product

    Manufactured Goods         Land Area

    Literacy                   Disease

    Pollution                  Life Expectancy

    Family Size                Military Service

    Annual Income              Productivity



    As you can see, this list encompasses many of the most important

aspects of real civilization, as well as Sid Meier's Civilization. It's a

good source of information about your opponents and yourself.

    Civilopedia: One of the true Wonders of the Ineteractive Entertainment

World, Civilization's Civilopedia is nothing less than an on-line

encyclopedia containing information about virtually every aspect of the

game, its features and units.

    The Civiliopedia shoudl become almost as familiar to you as the main

map display itself. The wise player will take the time to investigate the

information held in The Civilopedia, discovering the background and

context of the elements of the game. From The Civilopedia, for example,

you can derive in just a few keystroked or mouse-clicks the defensive

values of different types of terrain, the attack values of military units,

the benefits that accrue upon completion of a Wonder of the World, and so

on. There are many dozens of entries in The Civilopedia, and many

thousands of words.

    You will be hard-pressed to exhaust its wealth. Even experienced

master players will find themselves referring to The Civilopedia with some

frequency.



======================================================================= 26





    (Another element of The Civilopedia worth noting is the insight it

offers into designers Sid Meier and Bruce Shelley's notions of

civilization evolution. In addition to information specific to the game

itself, some of The Civilopedia entries contain historical asides placing

Civilization elements into the context of real human history. Reading

these entries with care can give you a glimpse into the game designer's

minds, which could, in turn, help you decide how to resolve difficult

situations.)

    As we've seen, the items, options, and operations hidden behind

Civilization's menu bar are as rich and varied as the game itself. You

will come to count on the information they can provide to help you make

decisions affecting the course of your civilization. But you will also

learn to trust your own instincts, guided and informed by the resources

available to you but not enslaved to them.



WORLD WINDOW



In the upper left corner of the main screen, immediately below the menu

bar, is a miniature map of the known world. Here you can see at a glance

how much of the great dark unknown you have revealed. This window is

helpful in a number of ways.

    First, the world window gives you a constant referment for your

voyages of discovery and exploration. You can see the trails blazed and

ocean routes opened by your explorers, get a sense of the boundries of

continents and the size of islands. Additionally, the window shows the

location of cities around the world, helping you plan trade and military

routes.

    The active area on the main map screen is outlined on the worldmap.

Using your mouse and pointer, you can zoom around the small worldmap,

bringing distant areas into view quickly; when you click on an area in the

worldmap, that becomes the area displayed on the main map screen. To

return to yoru active unit on the main map screen, simply press the

"center active unit" hot key.



======================================================================= 27





Finally, the worldmap window serves as a spur. It reminds you constantly

of the great unexplored areas of the globe. Just as constantly, it shows

you how far you've come, how much of the world you've already uncovered.



PALACE WINDOW



Because you're a fine and noble leader, your people feel you should live

in a fine and noble palace.From time to time in the game, they will reward

your majesty with an addition to your palace. You have a choice of several

styles of architecture, and as the game progresses the architectural

flourishes available to you become more grandiose. A miniature version of

your palace - whose construction takes place full screen, during cutaways

from gameplay - is located just below the worldmap window. Again, we have

a feature that reminds you, at a glance, of the progress you're making -

or are failing to make. If your palace hasn't been improved in a century

or more, you might want to look closely at what sort of leadership you're

providing your people.



STATUS WINDOW



Below the palace window you'll find several information resources that

pertain directly yo the progress of the game. Attend these sources with

care: Careful monitoring of them can make you alert to impending danger or

looming doom.

    The first bit of information found here is the population of your

civilization. Watch this figure over several turns. Is your population

increasing at a steady and manageable rate? Are you stagnating, achieving

little growth? Or are you experiencing a population explosion that will

soon cause your resources to be strained to the breaking point?

    Next comes the date at the time of this particular turn. Games begin

in 4000 BC, unless you've changed the date during setup. Develop the habit

of glancing at the date and measuring your



======================================================================= 28





progress against the passage of time. If you've reached the modern age

without moving far beyond primitive technology, you may be doing

something - or a lot of things! - wrong.

    Finally you will find in this wimdow the size of your treasury, as

well as the percentages of revenue you've assigned to luxuries, taxes, and

scientific inquiry. Each of these is vital to the vibrancy of your

civilization, but each consumes resources you might need elsewhere.

    Watch your treasury figure. As your civilization grows, so do its

needs and the cost of maintaining its infrastructure and citizenry. If you

detect a precipitous drop in the size of your revenue, or even a slight

but steady decline over several turns, it's time for you to put in some

hard work on your civilization's economic resources.

    One item is not in this window at the beginning of the game. And if

you and your opponents play a completely enviornmentally benign game, it

may never appear. (That's unlikely: Advancing civilizations naturally

despoil the natural world. It may not be inevitable, but it's certainly

been unavoidable in human history. Perhaps our generation will be the one

to change this. If not, ours may be the last generation.)

    The item is a Sun symbol, and its color informs you of the degree of

global warming your world is experiencing as a result of industrial and

other pollution. The first appearance of a Sun symbol is an immediate

warning that your world is in danger of a rapid warmup whose results could

be catastrophic. Icecaps will melt, oceans rise, coastal terrain squares

may flood. Upon its first appearance the Sun is red, but unless steps are

taken to reduce pollution, the Sun will gradually grow brighter, moving

through shades of yellow until it becomes pure white. When the Sun reaches

the purest level of white, the catastrophic affects of warming are

unleashed.

    Should the Sun come out in the course of the game you should immediately

seek to clean up any pollution for which your



======================================================================= 29





civilization is responsible. Give thought to dismantling some of your

industrial output and reducing pollution that way. If you are close to

other civilizations whose cities are pumping pollutants into the air, you

might consider a quick military campaign in hopes of destroying the worst

of the polluting cities. But be quick: Once your world is launched on a

route toward global warming, it's very hard to change course.



UNIT REPORT



Below the status report on the right of the main map screen, you'll find

information about the currently active unit. Reading down the list you

will discover its nationality (which you should already know: The active

unit belongs to your civilization) the particular type of unit, whether or

not it was produced in a barracks (veteran units are produced by cities

possessing barracks improvements), the number of squares of movement

remaining to the unit this turn, its home city, and the type of terrain

beneath the unit.

    If the unit is carrying other units (a ship, most typically, carries

other units) or is stacked above other units, those units are displayed as

icons in the bottom portion of this report.



======================================================================= 30





CITY SCREEN



Second only to the main map screen is the closeup city screen that

provides you with information about and management control of the

functions of each city. This screen is made available to you each time a

city completes production of a unit, city improvement, or Wonder. You can

also open the screen for each city simply by clicking on that city's

square on the main map.

    Information and control functions within the city screen take several

forms:





CITY MAP



Central to the city screen is a map of the city and the squares surronding

it. Symbolic representations tell you the purpose to which each developed

map square is assigned, whether agriculture, mining, or other purposes.

You can use this screen to reassign population units to different types of

work in order to improve the mix of resources and labor your city enjoys.



======================================================================= 31





POPULATION



In the upper left corner of the city screen you will find a symbolic

representation of the city's population. Each of the individuals depicted

here represents a single population point. The nature of the individual

figures tells you much about the nature of the city in question.

    Sid Meier's Civilization divides city population into two main

categories: workers and elite citizens. Workers are the backbone of your

population, the salt, as it were, of your earth. Their mood - the

confidence your population has in your leadership - is reflected in their

demeanor. Citizens can be happy, merely content, or discontent, and their

attitude is reflected in their appearance in the city's population

display. If the number of discontent citizens grow larger than the number

of happy citizens, the city enters a state of disorder during which

production comes to a halt.

    Elite citizens are the best and the brightest, able to bring to your

city certain advantages, but at a cost. You create elite citizens, but in

doing so you must srrender a portion of the city's production.

    There are three types of elite citizens, cleverly represented with

symbolic icons. Elvis represents the luxurious side of life; creating an

elite Elvis increases the amount of trade income and luxury goods

available to your citizens, thus raising their level of contentment. The

Taxman is the most ubiquitous of civilization managers, the bureaucrat.

Creating a taxman raises your city's level of efficency and improves the

accural of tax revenues. The final elite citizen is represented by an

Einstein icon. Creating an Einstein increases the city's level of

research, aiding in speedig the development of civilization advances.

Remember that the creation of an elite citizen removes production

resources from the city. You are most well off if you can wait to create

elite citizens until the city has a solid surplus of food.



======================================================================= 32





    It's tempting to rely on the Elvis elite to lift your city of disorder

if the number of discontents exceeds the number of happy citizens. Be wary

of overdependence on Elvis! (Just as Elvis himself should have been wary

of overdependence on cheeseburgers and other addictive substances.)

Seriously, a city that has fallen into disorder is a city that has one or

more serious deficencies at its heart. Look to solve those deficiencies

rather than simply "Elvising" your way around them. Buying your citizens

bread and circuses in the form of an Elvis is a temporary solution to

discontent, but no more than that.





CITY IMPROVEMENTS WINDOW



In the upper right corner of the main city screen, you will find a list of

the improvements you've added to that city. At first there will ve very

few improvements. (The first city you create will be the capitol of your

civilization, so it will possess from the beggining a palace. You can move

the capitol by commissioning the construction of a new palace in another

city. This can be helpful if your starting city seems likely to fall to

the forces of an enemy civilization.)

    As the game progresses, your list of city improvements will naturally

grow. The list will also include any Wonders of the World that you have

built in the city in question. This is a good spot to check at a glance

and see if you are successfully balancing the infrastructure needs of your

city. Do you have an effective mix of different types of city

improvements? Are you leaning too heavily on the mercantile side of

advances? Have you attended well enough to your population's spiritual

needs by building temples? What about the intellectual side of society?

Does your window show city improvements such as libraries? Keep an eye on

your roster of city improvements.

    Should you find yourself in serious economic difficulty, you may want

to consider selling some of your city improvements for



======================================================================= 33



cash. You can sell Wonders of the World as well, provided the benefits

they provide have not been superseded by technological advances

achieved by your own or other civilizations. Give careful

consideration to selling your city improvements. They were constructed

at great cost in turns of effort and can be replaced only by repeating

that effort. (Or by purchasing them anew, as we shall see below; but

if you can afford to buy an improvment, you probably don't need to

sell one.) Selling improvements that your population depends upon is a

good way to mortgage your own future and limit growth not only for

your city but also of your civilization.





PRODUCTION WINDOW



Immediately below the improvements list on the right side of the city

screen is that city's production box. Here you see what unit,

improvement, or Wonder is currently under constrcution, as well as the

production progress you're making toward completeing the item.

Progress is measured in surplus resource units, which are stored in

the production box until the price of the desired unit is achieved.

    This is perhaps the key section of the city screen. Here you make

the decisions that determine the makeup of the city, and the forces it

can dispatch to other locations. Clicking on the "change button" at

the top of the production window takes you to a menu of available

units, improvements, and Wonders. This list will evolve as the game

progresses and civilization advances are achieved. Some items will

disappear as they are superseded by more advanced technologies, while

others will be added to the list. Select from the list the item you

wish to produce, and its icon appears above the production box.

    You can change the city's production at any time before an item's

completion with no loss of accured resources. This can be a very

effective advantage if you find yourself in quick need of a military

unit from a city that has stacked up a fair amount of

 

======================================================================= 34



resources toward an improvement, for example. If, however, you have a

greater number of resources than the desired unit requires, the

surplus is eliminated and the production box emptied.

    If you are creating a Wonder of the World and another civilization

completes that Wonder first, you are taken to the appropriate city's

production screen and prompted to reassign production to another unit,

improvement, or Wonder. Only one of each type of Wonder is available;

that's why they're called Wonders.





INFORMATION WINDOW



This portion of the city screen provides you with valuable information

and insights into teh nature of the city. At a glance, and via a

series of mouse clicks you can see the defensive advantages or

vulnerabilities the city possesses, the trade routes it enjoys and teh

amount of revenue they generate, the location of the city - and its

tradinf partners - on a worldmap, and even a fairly idyllic artistic

portrait of the city which will show you the evolution of its

architecture over the passing centuries.

    As your civilization grows beyond primitive technology and into

the gaes of industry and widespread exploitation of resources and the

enviornment, your city's information window will show the city's

potential for polluting the landscape aound it; this potential is

displayed in the form of industrial smokestacks, each of which

increases the chances for pollution by one percentage point.

    The status of defensive military units is indicated by their

representation: Shaded units are on sentry duty, while those encased

in a dark border are fortified. By clicking on the defensive units you

can relieve them from sentry or fortification duty and return them to

active status; further orders can be issued to those units upon your

return to the main map screen.

    Use the information in this window to keep tabs on a city's

defensive posture. You would be wise to check the defenses of cities

close to battlefronts frequently. Coordianting defensive



======================================================================= 35



forces and production or dispatch of military units from other cities

can spell the difference between a city's ability to withstand siege

and dooming it to fall under enemy domination.





FOOD STORAGE WINDOW



Populations must be fed. A wise ruler is one who produces more food

than his city's citizens can consume in a single turn. Only by storing

food above and beyond your immediate needs will a city truly be able

to grow beyond its early stages. When your stored food completely

fills the food storage window, your population grows, emptying the

storage area to begin the process of storage and growth anew.

    The food storage window, in the lower left corner of the city

screen, gives you a picture of your city's food resources and tells

you whether they exceed the population's appetite. Surplus food is

indicated by icons placed below a dividing line in the window itself.

The nature of the food storage window changes as your civilization

achieves pottery, which makes possible the construction of granaries

for the stotage of surplus food. Once you've built a granary, you lose

only half your stored food when your population grows.





REMOTE UNITS WINDOW



Immediately above the food storage window, on the right side of the

city screen, you'll find a picture of the remote units the city is

supporting, as well as a representation of the costs of supporting

those units. These units may be those actually produced by the city at

hand, or those which have been reassigned to this city for support. It

costs resources to maintain units away from home, and that cost is

directly deducted from yoru resources. Should you lack the rsources

needed to support remote units, those units disappear from the world.

Likewise, if a city if supporting remote units is captured or

destroyed, those units are taken out of play. Bear in



======================================================================= 36



mind that should you change your type of government to either

democracy or republic, maintaining remote units results in an increase

in domestic discontent.





CITY RESOURCES WINDOW



How is your city doing in regards to food, resources, trade, and

luxuries? It is contributing to the development of new technologies

and civilization advances? How much corruption is present in the city?

What are its tax revenues? This window serves to answer your

questions.

    The first line of information is comprised of grain symbols,

representing the city's food production. Each population point needs

two food units per turn. A break in the line of grain symbols

indicates that the city is producing surplus food, with the excess

symbols placed to thr right of the break. Should you see blackened

grain symbols, be aware that they indicate agricultural shortfalls:

You're not producing sufficent food to feed the city's population.

Next comes the city's resources, represented by small shields. Again,

a break in the line inducates the presence of surplus; blackened

shields indicate that you're consuming more rsources than you produce.

Let the shortage or resources grow too large and you will start losing

units of city improvements as a result of being unable to support

them.

    The third line of symbols represents your city's trade revenues,

which are generated by dispatching caravans to distant cities or by

developing special resources such as gold or gems that lie within your

city's sphere of influence. As with the other representations in this

section of the city screen, surplus trade revenue is placed to the

right of a break. Farther to the right will appear blackened symbols,

indiacting the amount of trade you lose to corruption. The farther

your city is loactecd from teh capitol, the greater a problem of

corruption becomes. Building a courthouse improvement can help reduce

corruption.



======================================================================= 37



    Your city's trade and revenues flow in three directions, which are

represented on the next line of information. Luzuries, taxes, and

scientific research are the three categories, depicted here as

diamonds, coins, and light bulbs. You can vary the percentage of

revenues assigned to each category and, as a result, the symbolic

representation will change. Creating elite citizens also affects these

categories. Create an Einstein, for example, and the number of light

bulbs displayed will increase.

    Between the main map screen and the individual city screens, you

have the tools needed to enter the world of Sid Meier's Civilization.

A word should be said here about the care and thought that have gone

into the design and execution of these screens.

    You should be hard-pressed to find a deeper and more resource and

information-filled game than Sid Meier's Civilization. Yet at every

step of the game, Meier has endeavored - and generally succdeded to

simplify the manipulation of units, make easily accessible vast

amounts of crucial information (usually in clear symbolic formats),

and ensure that your time is spent playing the game, not trying to

remember arcane and arbitrary command structures. The design of this

game is absoluetly masterful.

    Play around with teh various elements during your first few turns

at begginer level. Relax and let the game itself guide you. (But don't

feel too bound to follow the advice screens that are available to new

players: This advice is general and not necessarily the best approach

to each situation; certainly the advice screens don't represent the

only approach to solving a particular problem.)

    Those first few turns - indeed, the first couple of games you play

- should be underatken for gaining familiaity with the game, rather

than the immediate thrill of winning. This is a game that grows with

you as well as on you, and you are unlikely to win your first time

out. You will, however, be gaining skills taht will make you a better

player the next time around.



======================================================================= 38



AND IF YOU LOSE...



You can learn a lot from losing the game, although there's no question

that it won't be as much fun as winning.

    Aftr ethe destruction of your civilization, there are several

information screens that will repay study. First is a graph showing

the rise and decline of all teh civilizations in the game. Here you

can see, depicted over the span of time the game encompassed, the rise

and ultimate demise of your own civilzation in relation to those of

your opponents. Take a few moments with the graph. Focus your

attention on the point in history at which other civilizations burst

ahead of you in development, laying the groundwork for your eventual

downfall. From teh graph, you can get a good pcture of the point at

which the tides of Civilization turned against you. Hindsight may make

you a btter player next time.

    Next is a horizontal graph showing the wars in which you've been

involved. This gives a sense of the length of time those wars spanned,

as well as the number of different adversaries you engaged or were

engaged by. Considering the fact that you lost the game, you might

examine this graph with an eye toward whether or not your civilization

was too militaristic. Perhaps you should have done more negotiating,

less warmaking.

    Finally comes the most instructive of all the post-game

information resources. This is the replay, in symbolic form, of the

entire course of the game. Here you can see cities created, empires

spread and recede, and get a real sense of what you were up aainst, and

what finally defeated you.

    The object of the game, though, is not to lose, and in the next

few chapters we'll look closely at some strategies that can increase

your chances of emerging victorious.



======================================================================= 39



Chapter 4

---------

CRUDE HUTS AND ROUGH IMPLEMETS





Critical mass has been achieved. Whether through inspiration,

circumstance, or sheer accident, hunter/gatherers have reached the

point where they're ready to put down roots, build cities, develop

agriculture. Pre-history is on the brink of becoming a thing of the

past. It's time to start building your civilization.

    You don't start with much. As noted, Civilization takes as its

premise the creation of a world-striding culture from teh ground up.

And ground is pretty much what the game gives you in the beggining.

    Starting with a single band of settlers, your challenge is to

establish a city, ensure its security, feed its inhabitants, and lay a

foundation for growth and exploration. You are ignorant of the nature

of the world: You can see but a single square of land. All else is

hidden by darkness, unknown territory. Where, then, should you locate

your civilization?

    Site selection is crucial: A successful city must have natural

resources to draw upong for agricultural and industrial growth. At the

same time, especially at the upper levels of the game , you can't

afford to spend too many turns looking for just the right spot. Your

initial band of settlers is vulnerable to attack from other civiliza-



======================================================================= 43



tions and from barbarians. At lower levels of the game you should

establish your first city within half a dozen turns, more quickly if

possible.

    If playing at Warlord level or above, it's advisable to establish

your first city on your first turn, no matter what the nature of your

location. At higher levels, your opponents develop more rapidly than

you, and you cannot afford to lose time to them.





DECISIONS, DECISIONS



The thing about civilizations is that they demand decisions. When you

create your first city, you alos face your first choices: What areas

of knowledge will your wise men pursue, and what pieces will your city

produce?

    From the very first turn, your civilization is climbing a tree of

knowledge. Each branch makes other, higher branches available, but

each also cuts you off, at least temporarily, from other branches.



======================================================================= 44



    Because Civilization is a game of conflict, it's vital that your

citizens be able to defend themselves against attack, and, if you

choose, be able to mount offensives of their own. To that end, a good

first pursuit for your wise ones is knowledge aimed at military ends.

A successful foundation can be built by pursuing bronze-working first:

This gives you the ability to create phalanx, a better armed defensive

force to protect your cities, followed by iron-working, which gives

your legions a strong offensive unit.

    Mobility is equally important, and among your early advances, you

should pursue horseback riding and the wheel. These make possible

cavalry units (horseback riding) and chariots (the wheel) which move

farther - two squares of even terrain per turn - than units on foot.

    Don't neglect the abstract side of knowledge: It yields practical

results. Civilization's world is vast and must be explored. A case can

be made for first pursuing the alphabet, which lays the groundwork for

mapmaking which, in turn, lets you create triermes, eary ships for

exploring the boundries of your world. An alphabetical foundation

lends othe benefits as well: The basis is laid for literacy, from

which your civilization can derive a host of other advantages.

    Experiment. Civilizations are supple: There is no one infallible

pathway to success.



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

                           CIVILIZATION KEY

                  The earliest units you acquire

                  should be selected for defensive,

                  offensive, and mobility factors.

                  Defend your home city first, but

                  use your more mobile units to

                  open up the frontier.

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



======================================================================= 45



LOCAL QUESTIONS



To some extent, terrain and location can help you decide which

pathways to pursue. All that darkness surronding your initial band of

settlers must be penetrated. The more quickly you get your bearings

and explore the world your world, the more likely you are to know

where the challenges will come from and what form they are liable to

take.

    For that reason, it's wise to make yourself as mobile as possible

as early is the game as possible. The extra square of mobility offered

by cavalry and chariots is vital for rapid exploration of the plot of

land on which your civilization is planted. Civilization deposits you

on an island or a continent, and either location can affect your game.

If you're on an island, you need to pursue a shipbuilding course,

enabling you to dispatch ships in search of other islands or

continents you can settle.

    If you're located on a continent, shipbuilding can probably wait a

while. You'll likely find yourself sharing continental space with at

least one other civilization, possibly with several. Ship-



======================================================================= 46



building in such a situation can wait until you've better secured your

position on your homeland.

    Either way, cavalry or chariots will help you explore your native

turf more efficiently than footsoldiers.

    Even as you ponder these and other decisions, the other

civilizations of the world are making progress, building cities,

gathering armies, acquiring technologies. Sooner or later, you will

encounter them. The decisions you make at the start of the game will

help determine the nature of the game's conclusion.

    Once established, the city must be secured. The first piece to

create is a militia. Taking just a handful of turns, that militia

force will help defend your city against attack.

    The dark screen surronding your city beckons: This is a world to

be explored and conquered! Don't yield too quickly or too completely

to that temptation, however. The world is filled with adversaries and

barbarians, and your city, in its early stages, is woefully

susceptible to their force. Keep your first militia safely within your

city, fortifying the unit to withstand enemy attack.

    A good general rule is to follow the production of that first

militia unit with the production of a couple more in quick succession.

With these, you can begin to explore your island, further fortify your

city, or establish pickets to alert you to approaching enemies.

    With at least one militia unit fortified within your city, and

another one or two on missions of exploration, it's time to vary the

city's production.



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

                           CIVILIZATION KEY

                  Your first two militia - or other

                  military - units should be used

                  to defend your city. Fortify the

                  units. Don't forget to replace

                  them with more capable defenders

                  as new technologies and units

                  become available.

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



======================================================================= 47



    By this point, you have likely achieved one or two civilization

advances. It's time to begin taking advantage of them. If your wise

people have delivered bronze-working, shift your production to

phalanxes for a few turns. A phalanx offers a better defensive factor

within your city, so leave at least one there, fortified. With a

phalanx in place, you can free your militia to move outward, extending

the periphery of your pickets and further exploring your island or

continent.

    Perhaps you have pursued the alphabet and mapmaking rather than

metals. In that case, you can produce your first trireme and send it

forth on a voyage of exploration in search of other islands and

continents. The world is beggining to yield its secrets to your

civilization.





LAY OF THE LAND



As you fare forth from your starting point, revealing terrain squares

as you go, keep an eye peeled for easily exploited resources. Some of

these squares will be available for immediate exploitation by your

home city. Others must await the creation of new cities closer to

their location. As you place your cities, bear in mind that some

squares will never, because of their location, be available for

production, although they may be developed for other purposes, such as

brining water to available squares.

    Certain types of terrain are more beneficial to your cities than

others. Look to locate your cities in spots that offer easy and

worthwhile exploitation of resources. The easiest squares to exploit

are those whose resources are immediately apparent:



======================================================================= 48



    > Rivers were where the first real civilizations sprang up. As in

      earth's history, the rivers in Civilization offer plentiful

      water for irrigation, and productive soil for agriculture.

    > Grassland squares are agriculturally bountiful; irrigate these

      squares and your breadbox will overflow.

    > Hills can be mined for minerals.

    > Mountains can also be mined but are more effective as a

      defensive resource behind which you can build a city. Remember

      the Swiss!

    > Plains squares have good - but not great - resources of timber

      and other materials and can be irrigated to increase their

      agricultural potential.

    > Terrain squares can be modified to increase their productivity.

      Some squares you may wish to alter include:

      > Forest squares are good sources of wood and other resources,

        but can be converted into plains.

      > Jungle and Swap squares can be made into grasslands or

        forest squares.

      > Grassland can be converted into forest.



======================================================================= 49



    Some squares possess increased yields of valuable resources,

indicated by a special symbol in the square:

    If you see fish, for example, in an ocean square, you know that

square will yield increased food production. The same is true for

forest and even tundra squares that hold a wildlife symbol. The

presence of horses on a plains square indicates that the square will

generate higher resource levels than one lacking horses.

    Extra mineral resources are indiacted by symbols for oil, gems,

coal, and gold. Coal resources are best exploited by mining, while

the other mineral resources are best exploited simply by falling under

the control of a city. Their trade potential is tapped by building a

road through the square in question.

    Keep tabs on teh location of resources and use that information to

plan the location of your cities. If you can see the resource squares

as economic in nature - which they are, of course - and bear in mind

the vital importance of a strong economy to your success in

Civilization, you'll have taken a large step toward their careful and

profitable exploitation.





SERENDIPITY - OR BARBARIAN ENCOUNTER



As you wander around the map during the early stages of the game, you

will, from time to time, uncover a symbol representing the leavings of

an ancient civilizatation, the presence of valuable materials, the

presence of a minor tribe, or the location of bands of barbarians of

varying population and level of technology. Think of these as

serendipity squares. The serendipity symbl is the same for each: You

don't know what's there until you move onto that square.

    Often, what you find will be delightful: An ancient scroll that

immediately grants you a particular civilization advance, a storehouse

of money, a minor tribe that becomes a part of your civilization.



======================================================================= 50



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

                           CIVILIZATION KEY

                  Serendipity squares are scattered

                  at random across the world as it

                  is constructed. Moving onto them

                  can uncover wealth, wisdom,

                  friendly tribes, or angry

                  barbarians. Because of the

                  barbarians, you should move onto

                  serendipity squares only with

                  military units, preferably a

                  unit with a high defensive

                  factor.

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



    Other times, you will encounter barbarians. Then you have no

choice but to fight; barbarians are short on talk, long on plunder.

It's best, then, to uncover a serendipity sqaure with a unit that

possesses at least some defensive capability, enabling it a chance of

withstanding barbarian assault, and a further chance of striking back

against the barbarians.

    Occassionally you'll defeat a group of barbarians only to see

their leader escape. Barbarian leaders resemble diplomat units. If you

can spare the resources, you should pursue the barbarian leader,

tracking him down and attacking him. rather than simply destroying

these units, you capture them and reap a bounty that is paid into yoru

treasury. As teh barbarian leaders have no defensive capacity on their

own, this is essentially found money, and well worth your time to

pursue.





MORE SETTLERS



While exploration is vital in the early stages of the game, you must

be careful not to neglect expansion on your civilization itself. The

temptation, particularly if you find yourself located in proximity to

other civilizations, may be to focus the productive output of your

first city solely on defensive or offensive military units. Be wary of

this approach. Although military units are crucial, so is the

establishment of other cities and, before that, increasing the

pro-



======================================================================= 51



ductive capacity of your initial city. To do this, you must build

additional settlers.

    When your city produces its first band of settlers, check the main

management screen to get an idea of the purposes to which the settlers

must immediately be used. Of particular importance is your food

supply. If your city is located in a fertile area near a river, you

may find that you're producing a small food surplus already. Should

that be the case, you can send your settlers forth to establish

another community right away.

    Think carefully about this strategy. Your city, with its limited

resources, must support the settlers until they reach the location for

the next community, a location that will lie at least three turns away

from your original site. If you dispatch your settlers too quickly,

without first increasing the production of their hometown, you run the

risk of being unable to support them on tehir journey. There are few

things in the early stages of the game that are more frustrating - and

unavoidable - than having units removed from play because of your

inability to feed them. Wated effort can be fatal in Civilization.

    If, then, you feel your food supply is marginal, barely sufficent

to support your city and the units you've placed in other locations,

your first duty is to increase your agricultural productivity. Put

your settlers to work irrigating and cultivating the arable land

available to you. This is land with water flowing through it, or with

water resources located contiguous to the square you wish to

cultivate. Remember that yoru city can draw resources only from those

squares extending north, east, west, and south of the city itself; you

will derive no direct benefits from squares lying in diagonal

directions form the city. Also, your city's productive capacity is

limited to two squares's distance along any of the available axes:

Beyond that, the city won't benefit from your development labors.

    You might, however, find yourself with untillable flatland located

along one of those axes. This can be desert or even grass-



======================================================================= 52



land with no readily available water supply. If there's water a square

or two away in a location that cannot directly benefit your community,

you might still consider sending settlers out to cultivate those

sqaures. The settlers can be used to build irrigation works through

which water will flow to land that will be agriculturally worthwhile

for youtr city. You will work your way back to your city's zone of

control, in otherw ords, creating the infrastructure that will support

agriculture in previously worthles sland. That's how civilizations

grow.

    Not all of the land your city controls will be used for

agriculture. Hills contain minerals that can be mined; forests are

source sof timber for industry; some jungles and swamps contain other

resources. Exploiting these resources takes different forms. Building

mines, like constructing irrigation systems, commits your settlers to

several turns of labor. The resources of a forest or jungle, on the

other hand, can be tapped by simply building a road through the

squares in question.





ALL ROADS LEAD TO...



Raods are themselves valuable resources for your growing civilization

and are a worthwhile, if somewhat time-consuming activity for even

your first band of settlers. Roads increase your mobility, making it

possible for your units to travel an additional numbe of sqaures each

turn. This has obvious defensive and offensive benefits, and will

also, as your civiliztaion grows, serve mercantile sends by making it

easier for your caravns filled with goods to travel from city to city.

As your civilization progresses and acquire snew technologies, roads

can be converted into railroads, further increasing your mobility. A

good system of roads in the circulatory system of your civilization,

vital to its health, growth, and longevity.

    At the same time, roads are not built overnight. Committing your

first band of settlers to building roads in generally unwise.



======================================================================= 53



They are luxuries in the very earliest stages of the game, and you may

not be able to afford them. It's more important to develop

agricultural, mining, and industrial resources, and then get on with

building your second city.

    Once that second city is established, you can return to your

initial site and commission another band of settlers. By now your city

should be producing sufficent food to support more elaborate

construction plans, and roads may well be in order.

    Where to build your first roads? That depends on the nature of the

game. If you've encountered another civilization nearby, you should

give some thought to your relationship with it. If you've struck a

treaty, you can perhaps wait to build a road in its direction. If

you're at war with the other culture, though, a road leading to the

battlefront or disputed territory may give you a military advantage.

Your units can be moved into place far more quickly, especially

cavalry and wheeled units such as chariots or catapults.



    (Remember, though, that what's and advantage to you can also be an

advantage to your opponent should the tide of war turn against you. If

you're in retreat from the front, the enemy can pursue you quickly

along those very roads you worked so hard to build. As far as

infrastructure goes in Civilization, sauce for the goose can certainly

become sauce for the gander over the course of a very few turns.)



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

                           CIVILIZATION KEY

                  Roads not only increase trade,

                  they serve defensive and

                  offensive purposes. Build roads

                  to the frontlines - but don't

                  hesitate to destroy them if

                  you're forced into desperate

                  retreat.

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

   

    If you're not at war, there are a couple of approaches to

roadbuilding that will serve you well. Your first efforts should be

devoted to building roads through the land you are exploiting.



======================================================================= 54



Your roads will make it easier for agricultural and other resources to

be brought to your city, increasing your income and the wealth and

happiness of the city's residents.

    Once the agricultural and mineral production sqaures have roads

running through them, you should build a road to the nearest city.

That done, you cities linked, use your settlers to help develop

resources that the second city has not yet brought under deveopment.

Then press on toward the froniter, where you will establish another

city. At this point in the game, you have sufficent units and

productive capacity to commit the settlers to building roads as they

go, opening the frontier and establishing an infrastructure as the do

so. That way, when the next site is located and the new city comes to

life, it will already be linked to thriving metropolitan areas.

    Another approach that will come in handy, if you can afford to

commit settlers' labors, is to construct roads around the largest

possible periphery of your civilization. If you're located on an

island, you might want to establish a roadway that completely



======================================================================= 55



encircles it. If you're on a large continet, your roads could lead in

several directions, to borders with other civilizations, or distant

areas that will serve as sites for new cities as your own civilization

expands. Assuming you can afford the time and labor that road building

requires, you'll rarely regret building them.





BUILDING PROGRAMS



You've built a city, perhaps two. You have military units in place to

defend the city, other units exploring unknown territory, maybe even a

band of settlers building mines and irrigation systems. Now is the

time to undertake the construction of items that will help your city

and your civilization grow physically, financially, and militarily.

These units and structures are called city improvements, and range

from barracks and granaries to libraries and temples. Each offers

advantages to your city, but each will require a committment of time

and resources.

    As with military units, the nature of the city improvements you

can build is determined by the civilization advances your wise people

have achieved. Here, too, you must make careful decisions to ensure

that you achieve the adavances necessary to permit the expansion of

your civilization.

    Pottery, for example, seems a simple enough advance, yet it makes

possible the construction of granaries for the storage of surplus

food. Only with surplus food in storage will your city really begin to

take off, its people well fed and content or happy. The development of

pottery must be among the first of your priorities.

    The first military structure available to you will be a barracks,

and it's one that should be built as early in each city as possible.

In the next two chapters, we'll see the specific benefits of a

barracks for the production of veteran military units.

    With a barracks and granary in place, and a few civilization

advances acquired, you can begin building those facilities that really

provide some depth of resources to your population.



======================================================================= 56



Temples increase your population's spiritual happiness. If you've

achieved writing, you can create libraries, which raise the level of

intellectual activity within the city. A marketplace is essential for

both the attitude of your citizens and the economic production of the

city.

    A complete listing of all city improvements, their cost and

benefits, is available in The Civilopedia, as well as the game's

manual. Here, we'll be concerned with putting those improvements to

use in the game itself.

    You'll want to vary your production during the early phases of the

game, as city improvements tie up your city's productive capacity for

quite a few turns. You might, in fact, want to postpone any city

improvement constrcution until you have an effective defensive force

fortified in the city, and a solid periphery of sentries posted around

it. Even then, proceed with some caution.

    Once your civilization has expanded in a couple of direction,

though, you should apply yourself and your energies to adding city

improvements to your first city. Surronded by other cities, and your

wave of ouyward expansion, it should be safe from all but overwhelming

or unexpected attack.

    The particular city improvements you build will be determined by

a) your immediate needs, b) the improvements your technology permits,

and c) your long-range goals.

    Immediate needs, as we've seen, include a granary for storing

food, a barracks for producing veteran units, city walls for increased

defense (assuming you've acquired masonry,) and a marketplace for

increasing the city's revenues. Longer-range planning may call for

improvements that directly address the city's spiritual or

intellectual needs.

    And some improvements are not improvements at all, but Wonders of

the World, edifices and institutions that can stand for centuries.



======================================================================= 57



WONDERS OF THE WORLD



Few aspects of the game do as much for your civilization as building a

Wonder of the World. Few aspects require as great a committment of

time and resources. A Wonder can take dozens of turns to construct,

and cost hundreds of resource units. but the payoff your civilization

derives from the Wonder may well be worth the allocation of time and

money.

    Only 21 Wonders of the World are available throughout the entire

millenia-long timespan of the game. And those 21 are parceled out 7 at

a time, 7 for each of the three technological epochs: ancient,

medieval/Renaissance, modern. In other words, a Wonder helps you make

progress, but you must make progress in order to earn the ability to

build a Wonder.

    The committment that building a Wonder requires may make you

cautious. After all, the city in which the Wonder is to be constructed

will not be able to undertake any other construction until the Wonder

is completed or until you change that city's production to something

else.



======================================================================= 58



    Nevertheless, you must give serious consideration to building at

least one Wonder. The benefits it offers may take the difference

between your civilization's continued rise toward the stars or its

collapse into darkness.

    Another reason to build a Wonder is that your opponents probably

are. Keep an eye out, especially when playing against several

civilizations at the upper skill levels, for notification of a

Wonder's completion while you are still struggling to crawl out of the

dirt. They aren't waiting - and neither should you!

    Which Wonder to build? That question is best answered by the

particular game at hand, although certain general rules apply to

making the decision.

    First, be sure you can afford to make the committment a Wonder

requires. It's foolish to apply yourself to building a Wonder when you

only have one city, even if that city is located on an island. In

fact, you should wait to undertake your first Wonder until you have

three cities, with the one where the Wonder will be located possessing

enhanced defensive capabilities, a granary, and a marketplace.

    Second, build the Wonder that will benefit you the most. If your

population is generally content or happy, there's no immediate need

for a Hanging Gardens Wonder or Oracle Wonder, these being the Wonders

that exert positive impact on your population's attitude. Likewise, if

you're on the fast track for developing advanced navigational skills,

there may be no need for you to invest the time and effort required to

build a Lighthouse Wonder.

    No matter what the nature of a particular game or strategy, you

should consider building the Great Library Wonder. This is a

storehouse for all the knowledge of the world, and provides you with

unparalleled access to the technology of other civilizations. With the

Great Library you come into immediate possession of any technology

that is possessed by at least two other civilizations. The benefits

are obvious. Your civilization will progress.



======================================================================= 59



    Wonders don't last forever. Their benefits can be superseded by

advanced technology, rendering them useless and unable to be sold. If

you find yourself planning to sell a Wonder as an epoch appears to be

drawing to a close, you might not want to wait. Let another

civilization progress beyond the capabilities of your own Wonder, and

the Wonder becomes worthless, a reminder of a great past but nothing

more than that.





SETTING SAIL



Sooner or later, you're going to wonder what lies beyond your

homeland's shores. You may already know of a nearby landmass,

discovered as you prowled along your own coastline. Or you may have

revealed a coastline that shows you only ocean and more blackness.

Either way, you'll have to build ships in order to learn more.

    Ships can only be built in coastal cities. You will want, then, to

create at least one seaport early in the game. Don't limit yourself

too much, though. Whether on a large continent or all but the

smallest of islands, you should place seaport cities in strategic

areas around the coast, giving you access to the oceans from more than

one spot. A well-placed seaport can help you get naval or transport

vessels to the scene of the action faster than those setting sail from

more remote locales.

    The first ships you can build will be simple triremes (although

they were doubtless not so simple an accomplishment when the first

known sailing vessels were built more than 5,000 years ago). In order

to build triremes, your civilization must possess mapmaking among its

advances.

    In civilization, the trireme's primitive nature is revealed in

restrictions placed upon its movement and its cargo capacity. A

trireme can carry only two other units. Laden or not, its movement is

restricted to three squares unless you've built a Lighthouse Wonder,

which gives you an additional square of trireme movement per turn.



======================================================================= 60



    More seriously, the trireme and the sailors who crew it are as yet

inexpirenced in deep ocean voyages, and are without sophisticated

navigational aids such as the compass or knowledge of astronomy. The

seas are vast and your first craft are smll: If a trireme ends a turn

at sea, away from shore, it will be lost!

    Because of this, you must plot your sailing routes carefully. Hug

the shore at first, venturing out no more than a single square at a

time, ensuring that sufficent movement squares are retained to permit

return to the safey of the shoreline. Out of such tentative,

frightening voyages was oceangoing navigation developed. Remember

Homer, and you'll feel a poetic shiver of sympathy for those early

mariners.

    Once the outline of your own coast is revealed, you're going to

have to fare farther. If you're lucky, either your initial landbased

exploration or that first circumnavigation of your starting landmass

has revealed another landmass no more than a square away. Should that

be the case, you've got your first destination close at hand. Sail to

the nearby land and resume your coastline exploration.

    It's a good idea to carry a couple of mobile units with you to

explore the interior of neighboring islands and continents. An

effective practice is to board two of your most mobile unit types -

chariots, cavalry, and so on - before setting sail. Then, upon making

your first landfall, debark one of the units. While you navigate

around the landmass, your mobile unit can reveal the nature of its

interior. The second unit should be held in reserve should your first

unit be lost to enemies or barbarians.

    Another good reason to hold the second unit in reserve is to take

advantage of serendipity squares that might be revealed as your

trireme makes its way along the coast. If you have a unit onboard, it

can be debarked; reap the benefits of the serendipity square - or face

the barbarians who may dwell there! - and then reload onto the

trireme.

    If you've achieved the civilization advances necessary for the

production of diplomat units, you should carry at least one on



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every exploration ship you send forth. The diplomat enables you to

establish with other nations, giving you vital insights into their

nature, resources, and size. At the same time, be wary of sending your

diplomats too quickly into unexplored territory or using them to

reveal the contnets of serendipity squares: They have a very low

defensive factor and are likely to be lost even to primative attack.

    As you circumnavigate the new landmass, you'll want to remain

alert for other, farther island and continents that might be revealed.

Look sharp as well when you move into the far northern or southern

latitudes for the presence of the icecaps. These long, straight

stretches of tundra are worthless for colonization and exploitation,

but are exceptionally valuable as shoreline you can hug to further

explore the world.





SAILING FARTHER



Suppose, though, your exploration of your starting coastline has

revealed no nearby landmasses. To find other islands and continents,

you're going to have to sail into the vast darkness. While you will

doubtless lose some triremes to the dangers of the deep-ocean

voyaging, you can at least take some steps to minimize the risk, if

not eliminate it.



======================================================================= 62



    Situating cities on rivers, with other easily exploited resources

nearby, is a large step toward ensuring constant growth. Resume your

circumnavigation along the already-explored coast. Look for peninsulas

that jut out far into the ocean. Position your ship at the very tip of

the peninsula, placing its edge as far out to sea as possible while

still maintaining contact with the shore. When it's in position, move

on to the next active unit, even if you haven't used up all of the

trireme's movement squares yet. Setting forth into the unexplored

ocean, you'll want all three of the movements available to your

trireme.

    Next turn, set forth. You have only three movement squares, so

make them count. Don't move too hastily. Sail out a single square and

catch your breath. Has anything been revealed? If not, take your next

move. Nothing? You can't get back to shore and hime, so use your last

movement in hopes of landfall. You'll either find land or be lost at

sea.



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

                           CIVILIZATION KEY

                  Explore the oceans carefully;

                  Your triremes are fragile. If

                  forced to set sail into deep

                  ocean, place your trireme at the

                  farthest point of land possible,

                  then wait until the next turn to

                  cast off.

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



    There is undoubtedly an aspect of hunch or intuition to this

approach, but there was undoubtedly the same sort of gut reliance on

instincts among the early mariners who first opened the oceans to our

race. And there are a couple of things you can do to reduce even

further the cost of ships lost at sea, if not their actual loss.

    First, always have another ship in production or in motion.

Relying upon a single, fragile trireme is the equivalent of placing

all of your exploration eggs in a single basket. (Early ships were, in

fact, made of reeds, so the basket metaphor is especially apt.) Having

a second or third trireme under production or actually in existance

can make the loss of a vessel less costly. Your exploration program

stands less of a chance of lengthy interruption.

    Second, don't send laden ships into the great unknown. While you

will undoubtedly want to carry emissaries and mobile units to the

lands you discover, you don't have to carry them immediately. A good

practice is to offload your passengers upon moving your trireme into

position at the tip of the peninsula. If the ship is lost on the next

turn, your units are preserved. If, though, the trireme discovers

another landmass three or fewer squares distant, it's a simple matter

for the ship to return home, reload its passengers and return to the

new territory, this time along with a familiar route.

    Don't concentrate all of your sea voyages in a single area. Land

is scattered at random during the building of Civilization's worlds,

but it's not all scattered in a single part of the map. If you fail in

voyaging outward from one peninsula, look for another to serve as the

springboard for your next voyage.



======================================================================= 64



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

                           CIVILIZATION KEY

                  Put some passengers on your

                  exploration ships! Passengers can

                  be debarked on new landmasses,

                  and can explore the interior,

                  make contact with other

                  civilizations, and reap the

                  benefits of serendipity squares.

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



    This is an area where the world map on the left of the main map

screen comes in handy. Here you can see the paths your ships have

followed, where they've been lost, where they've made landfalls. As

the game progresses, more and more routes among the landmasses will be

discovered. You will also develop increasingly sophisticated marine

technology, letting you voyage farther and liberating you from the

necessity of making a landfall every turn. As these developments

occur, you'll want to send ships in wide search patterns, probing

through the dark regions to find previously undiscovered territory.





FINDING OTHERS



Our purpose in this chapter is to look at the basic tools for

explorating in your immediate vicinity and perhaps a bit beyond.

Encounters with other civilizations will be dealt with in greater

detail in the chapters that follow, yet there are a few points that

must be made now.

    It is likely that the first "others" you encounter will be those

troublesome barbarians, located at first beneath serendipity squares.

(Later, barbarians will appear out of nowhere, literally: Whether they

arrive by sea, or spring up on your own island or continent,

barbarians dwell in and approach from uncivilized areas, map squares

far removed from cities and other civilizing influences.)

    Try to keep the barbarians away from land you've already tamed.

Barbarians are rapacious: They love nothing better than



======================================================================= 65



reducing fields to stubble, destroying mines, eliminating any traces

of civilization they encounter. Don't lose time and effort rebuilding

properties that could have been protected.

    If you're located on a continent rather than an island, you may

well encounter representatives of another civilization. In that case,

you're ready to give thought to whether you'll be mounting a defensive

and isolationist strategy or taking offense and launching campaigns of

warfare and conquest. These matters will be examined in detail in the

chapters that follow.



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CHAPTER 5

---------

THE BEST DEFENSE





Security at home has lain close to the heart of every emerging

civilization, no matter ho wlarge that civilization's ambitions beyond

its initial boundries. In Sid Meier's Civilization, domestic secuity

is equally important.

    History books and epics resound with stories of brave defenders

withstanding onslaught after onslaught of better-armed, better-trained

enemy forces. Marathon, Masada, the Alamo - the defenders might

ultimately perish, but by their defense they slow the progress of the

enemy, buying valuable time for their civilization to prepare a

response.

    Not that security is easily achieved. Civilizations are fragile

things, hard to defend, easy to destroy. Managing your domestic

defense will loom large among the challenges you face during the game,

and it will be one of the challenges requiring the most constant,

careful attention during the course of the game.

    Yet without such careful defensive management even your offensive

campaigns may suffer from an Achilles' heel that cripples you - or

even dooms your efforts to failure.

    What, then, are the most effective strategies to pursue for both

short- and long-term defense of your civilization?



======================================================================= 69





IN THE BEGINNING



At first, you can simply do what you can. You have a few tools, fewer

weapons. And the world in which you find yourself is filled with

hostile forces determined to bring you down.

    Exploration of your borders and the interior of your home land

mass has a defensive as well as colonial purpose. Thorough exploration

will reveal to you the location of other civilizations, the

availability of agricultural, industrial, and defensive resources, and

the initial gathering places of barbarians.

    Your defenses ultimately will take into account all of those

factors, but your immediate need is to secure your first crude

community, ensuring it the time needed to grow. As we saw in the

previous chapter, your initial city's first production shoudl be of

units that can be fortified for the city's defense: militia or

phalanxes. depending upon the capabilities of your city. But simply

fortifying a couple of units, while sufficent for the first few

centuries of your civilization's existance, is hardly sufficent for

the city's long-term security.



======================================================================= 70



    Establishing the sfaety of your cities requires coordianted effort

on unit production and placement, defensive construction, startegic

use of terrain as a defensive factor, and the erection of "early

warning systems" to sound the alert when the enemies are approaching.

As we'll see, the infrastructure of your civilization, it's economy,

and its intellectual makeup also play major parts in a sound defensive

posture.

    In short, your defense call supon all your skills as a leader of a

civilization. Those skills will grow as your experience as aleader

grows, but for now we'll look at some sound fundamentals that can help

ensure you get the experience you need.





GUARDING THE FRONTIER



You've buit your first city and fortified it with a militia and a

phalanx. Two militia units are currently exploring the continent on

which you live, pushing back the borders of darkness. While you are

currently concentrating production on infrastructure - a barracks, a

granary - and plan to build an additional band of settlers to begin

exploiting and colonizing the continent, you should also begin

thinking about establishing defensive borders.

    There will come a point at which you will disband your more

primitive units rather than continue to feed and support them, but for

at least the first few centuries you'll want to keep all your units

active. As you develop more advanced military technologies, replace

your city-bound fortified militia with phalanxes, say, and either

place them on picket duty or use them further to explore unfamiliar

territory.

    Once enough unknown territory in teh vicinity of the heart of your

civilization has been explored, giving you a sense of the location of

exploitable resources as well as neighboring tribes, begin using your

outmoded or more primitive units as sentries or pickets rather than as

explorers. Keeping them on exploration duty



======================================================================= 71



places your civilization at risk from barbarians or invaders closer to

your cities. They may be able to strike with little warning, whereas

pickets on the frontier would have alerted you earlier to their

approach.

    Remember, barbarians are likeliest to emerge from wild and

unsettled territory. Placing a defensive unit or two on guard against

their approach can protect your developed lands from pillage and

destruction.

    Situate your pickets strategically, locating the units in spots

where they will be likeliest to detect the approach of forces from

other civilizations, or barbarian raiding parties. Your units will

serve as a sort of primitive early warning system. They may not be

able to withstand the onslaught of a strong enemy force, but by

sacrificing themselves they will provide you with a bit of time to

prepare a stronger defense closer to home, or to mount an

expeditionary force in response to the invaders.

    When placing a unit with low offensive capability - militia,

phalanxes - on picket duty, you may wish to fortify the unit rather

than make it a sentry. There are a couple of advantages to this:

First, if the unit is a veteran unit - if it was commisioned from a

city containing a barracks - the unit stands a fair chance of

defeating an enemy attack; second, should you strike a treaty with the

invaders, a fortified unit remains inactive unless directly attacked,

even if an enemy unit occupies a square immediately adjacent to it. A

unit on sentry duty will become active every turn, requiring you to

return it to sentry, and slowing down the progress of the game.

    If you do take this approach, using weaker units on sentry or

picket duty, you should keep some stronger offensive units in

proximity to the frontier. These units can wait on sentry, ready to be

brought to life and moved into position should your militia- or

phalanx-based defense fail.

    When defending your frontier with less-capable units, it's a good

idea to have a road in place leading to their position. That way if

you need to move reinforcements into position quickly you



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can. Your infrastructure is as essential to your defense as your

military forces.

    As you can afford it, deactivate the militia and replace them with

defensive pickets capable of attack at higher values. These units can

be placed on sentry duty rather than fortified. With these units

you'll not only be alerted to approaching adversaries, but you'll also

stand  better chance of smiting them down as soon as they're detected.



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

                           CIVILIZATION KEY

                  Don't stack units on picket or

                  sentry duty outside city walls.

                  Under attack, an entire stack can

                  be wiped out by a snigle enemy

                  unit. Inside a city, your units

                  fall one at a time, giving you a

                  chance to strike back.

                    Rather than stacking units on

                  the frontier, stagger them,

                  fortifying those closer to the

                  border wjile backing them up with

                  more powerful offensive units on

                  sentry duty. That way, if your

                  fortified unit falls, you can

                  respond immediately with a

                  counterattack.

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



======================================================================= 73



LAY OF THE LAND



Terrain can play an important part in creating an effective defense.

Use the land to increase your defenses whenever possible.

    As you become familiar with the game, check the Civilopedia for

the landscape/defense factors offered by different types of terrain.

Especially effective are mountains, whose terrain serves to slow down

the invaders. Cities placed behind mountains benefit from the fact

that, unles a road is built over the mountain, an approaching

attacker comes to a halt on the mountain itself. Assuming you have in

place a strong offensive unit ready to spring into action, the

slowdown a mountain imposes can leave your enemies at your mercy. Try

plaing strong offensive units on sentry duty atop mountains. That way

you control the high ground and can strike at them from above when the

mountain halts their progress.

    Look for natural borders to place your pickets and sentries. If

you're alone on an island, its borders with the sea are your weak

points. Your enemies - other than barbarian bands located beneath



======================================================================= 74



serendipity squares on teh island at the beggining - will arrive in

oceangoing armadas. Suppose you haven't yet acquired seafaring

capability. You can still erect defenses aimed at detecting and

repulsing naval approaches from other civilizations.

    During your initial exploration of your coastline, be on watch for

signs of a nearby landmass. No more than one square away, these

contingous islands and continents represent the likeliest source of

invasions early in teh game. Your opponents may possess only primitive

triremes and will thus be restricted to hugging shorelines as they

seek navigable routes around the world. If there's a one-square gap

between your land and another, you can almost bet on an enemy's use of

the neighboring coastline for safe harbor at the end of each turn.

(The neighboring lands also represent your own likeliest, quickest,

and most easily accessible sites for expansion.)

    Put units on picket duty at spots along the narrow channel

seperating your landmass from the neighboring one. Should an enemy

vessel seek to make an approach along this coastline, your sentry will

discover it. In the earlier stages of the game this approach will also

serve as an effective means of locating other nations before your own

civilization has acquired the ability to go to sea.





USE THE RIGHT UNITS



Generally speaking, the stronger the unit on picket or fortification

duty the better the defense it establishes. This generality, however,

must be tempered by a couple of important points.

    First, you must bear in mind that the unit will remain immobilized

while it serves as a picket or sentry. Be wary of over-committing

defensive forces to stationary positions too early in the game. You

must continue to explore, to push the boundries of your territory

outward, chasing back the darkness. So search out locations that offer

efective defense against enemy approach, yet



======================================================================= 75



at the same time allow you to hold to a minimum the number of units

tied up on defense.

    Second, don't forget that remote units must be supported by their

home city. This can become costly to your treasury and, once you've

achieved advanced forms of government, to your peoples' well-being.

Some citizens do not appreciate and will not support far-flung

military forces.

    Third, tailor teh duty to the type of unit available. Phalanxes,

militia, and muskateers make excellent fortified pickets, their

defense factors being stronger than their offensive power. Chariots,

catapults, and knights make excellnt sentries, springing into

wakefulness when contacted by an enemy unit.

    Fourth, keep in mind the looming obsolescence of your units.

Especially in the early stages of the game, and at lower skill levels,

advances come quickly, rendering your earliest units obsolete. You

want to be sure that defending units are the most advanced, strongest

units you can afford.

    Finally, know the difference between a sensible defensive policy

and caution carried to ridiculous extremes. If you find yourself

constantly using armored divisions to repel horse-borne invaders,

maybe you should be on a posture of offense.





DEFENDING LARGE AREAS



The enemy is smart and - prolific. Use a single unit to defend a large

area of approach against invaders and, if geographically possible, the

enemy will eventually outflank you. Enemy units will move into

position on more than one of your flanks, yet that unit of yours can

respond only to one angle of attack. (This assumes a sentry, rather

than a picket; if you have a fortified unit on picket, you may wish

simply to take your chances withstanding the enemy attack rather than

counterattacking.) Naturally, if you do counterattack, your response

should be directed against the strongest opossing unit, or against the

largest concentration of enemies, improving



======================================================================= 76



your chances of surviving the subsequent attack. This is where it

helps to have backed up vulnerable pickets with units able to move

immediately into position should your pickets fall.

    Another approach to defending large areas involves mobile units

kept constantly on the go, patrolling areas vulnerable to enemy

invasion or barbarian appearances. I would have liked, in fact, to

have seen a patrol function in this game, by which the player could

set ground units or ships on constant back-and-forth courses over

particular areas of land or sea. Failing that, you can use the "go-to"

function to guide your patrolling units. It's more time-consuming than

a specific patrol command would have been, but ultimately just as

effective.

    Look at the area to be patrolled. Press the go-to key and select a

destination for the unit in question. The unit will proceed to that

destination, using its maximum available moves per turn, unless it

first encounters an enemy unit. At that point, your unit returns to

your control and you are free to attempt to deal with the enemy.

    Another effective tool for guarding large areas of land is a good

system of roads. Suppose you are located on an immense continent and

have built half a dozen or so cities, yet still have great areas of

land uncolonized. Those areas represent not only your easiest sites

for expansion, but also your Achilles' Heel. Because the land is as

yet untamed, it represents excellent breeding territory for barbarian

raiders. Equally dangerous, your enemies can land expeditionary forces

there without your knowledge, moving down through the wilderness to

strike at the very heart of your civilization.

    Even worse, by leaving large areas unattended, you run the risk of

allowing the enemy to establish a city in your back yard, as it were,

from which diplomats on missions of espionage and sabotage, or

military units out for conquest, can be created and dispatched.

    As you can afford the committment of settler units, set them on

projects of roadbuilding, driving thoroughfares into the wild.



======================================================================= 77



The roadbuilders should be accompanied or preceded by military units

for protection. Try to choose routes for your roads that accomplish a

couple of purposes: a) you want to create a system of roads that gives

you and your military quick access to vulnerable areas; b) roads built

for defensive purposes also serve the cause of expansion. With a

roadway in place, leading to the best potential city sites in the

wilderness, you've taken a large step toward completing the settlement

of your continent. Indeed, once your defensive roadworks are

completed, you can shift the settler units from roadbuilding to city

construction. (Don't forget to reassign the accompanying military

units to the new cities, lest they continue to be a drag on the

economy of their hometowns.)





HARBOR AND COASTAL DEFENSES



Fortify at least two defensive units in all of your cities, but

concentarte on your harbors if facing stronger seapower. The enemy

will attempt to weaken harbor defenses and population through

bombardment. Above all, build city walls in your harbors. Not only do

these protective fortifications help ensure the safety of the city's

inhabitants, they can also give you an edge against naval bombardment.

This is one point at which a weaker-but-fortified civilization stands

a good chance of wreaking some havoc upon a superior enemy. You may

find yourself delighted to see a harbor fortified with little stronger

than city walls and a cadre or musketeers brings down a far superior

battleship or cruiser.

    Another approach to harbor defenses calls for a committment of

your own naval forces, with ships on sentry duty a square or two to

either side of the harbor entrance. This is an expensive strategy -

only the wealthiest of civilizations can well afford to tie up naval

forces that could otherwise be used for exploartion or transport. But

it is a strategy that will help reveal the approach of enemy craft

before they affect a landing or bombardment.



======================================================================= 78



    As your naval technology progresses and your ships are no longer

shorebound, you might try placing a sentry ship offshore a square or

two in hopes of detecting enemy vessels sailing in from the open sea.

Again, this strategy is only worthwhile if your civilization can truly

afford to commit the ships to sentry duty.

    Later in the game, when your opponents have developed effective

bombardment techniques, you may wish to draw some of your coastal

pickets inland one square. By moving them inland they become safe from

naval bombardment, but remain ready to respond to amphibious invasion.

On the other hand, moving them inland frees up territory on which your

opponents can land troops.

    At some point you may find your harbors facing a blockade, sealed

off from the sea by enemy naval units. Here is where a strong treasury

can be helpful. If you have the funds - and naval technology at least

equal to that of your enemy - you can purchase naval units with which

to sink the blockading ships. This strategy is risky: There's the

chance that you will make the investment only to have your newly

purchased ship destroyed by the next round of bombardment.

    Technological advances offer additional harbor protection. Don't

underestimate the effectiveness of aerial defenses against sea-borne

adversaries. Bombers (and occasionally, but only occasionally,

fighters) can eliminate enemy vessels. An advantage of aerial

responses to naval threats is that the planes can be based in cities

other than the harbor itself. They can fly out to sea from the

coastline. Aircraft can also serve important patrol functions,

although these should not be automated. Watch the aircraft's movement

allowance, and make sure you don't use it up before the plane has a

chance to land - it's costly to run out of fuel in midair.

    While fighters are only occasionally effective against enemy

ships, they can protect your harbors from enemy bombers. If you have

the technology, build a couple of fighters and base them near



======================================================================= 79



the coastline where they'll be ready to respond to the approach of

enemy warplanes.

    The other airborn tool at your disposal, once you reach the

appropriate level of technology, is the nuclear missle. Nuclear

warheads, needless to say, are devastatingly effective against enemy

seacraft, but they bear dreadful enviornmental consequences that we'll

examine in a subsequent chapter.





NAVAL DEFENSES



The best way to defend your shores is by preventing enemy craft from

reaching them. And you can best do that with your own naval vessels.

Your initial seafaring units will be used for exploration; later ones

for colonial expansion and wars of conquest. But as you can afford to,

or if you find yourself facing seaborne threats, you will want to put

some of your naval production to defensive purposes.

    Harbors and areas of naval opportunity will be your first choices

for naval defenses. Indeed, those channels you once defended with

ground-based pickets can now be sealed with ships on sentry.

    As your picket ships become more capable, use them in different

ways. Cruisers, battleships, and submarines, for example, being

equipped with radar that reveals the occupants of squares beyond their

own, can serve patrol duties as well as picket posts.

    Use your picket ships wisely, determining their response to other

vessels by the nature of those other ships. If a trireme encounters a

battleship, for example, there's not much you can do but retreat. On

the other hand, you may encounter unarmed craft laden with colonists

or tropps. Try to sink these cargo vessels: You can severly crimp an

enemy's plans by sinking a frigate or transport bearing an invasive,

diplomatic, or colonial force.



======================================================================= 80



    Once you've encountered another seafaring power, do your best to

follow its course back to its home landmass. Those earliest vessels

you encounter will probably be triremes, hugging the shore as closely

as your own ships. Not only will you get a better sense of what sort

of force you're up against, you'll also open up new areas of the world

for your own expansion.

    When attempting to trace a route to another civilization's home,

consider loading your vessles with diplomats and caravans, if you're

able to produce those units. By doing so you increase the chances of

getting a picture of your opponents via the diplomats and earning

income from trade by way of your caravans.

    Either way, once you've made contact with another seafaring

civilization, do everything you can to place units on picket along the

routes likeliest to be taken by your opponent. Do what you can to

decrease the possibility of surprise invasions or amphibious landings.

    Obviously, naval forces can be placed on patrol just as ground

forces can. Use the go-to key, plot your ship's course, sit back and

let the computer navigator do the work. You'll be notified when your

ship has completed its voyage - or when it encounters enemy vessels.





KNOW YOUR ENEMIES



So far we've looked at defenses that take advantage of your

intelligence as a general, your ability to marshal and maneuver your

militray resources. Now we'll look at the intelligence resources

within the game itself. The diplomat unit, in articular, can be

employed to great defensive benefit.

    In the beggining, diplomats serve to provide information about

your closest neighbors. This takes the form of establishing embassies

which let you "see" into the heart of neighboring empires. The

information you derive from your embassies will help



======================================================================= 81



you decide whether an international relationship will be defensive,

offensive, or based on commerce and treaty.

    At first, as you encounter other tribes during your explorations,

you should probably accept any offers of treaty that are proffered.

There are a couple of advantages to this. First, you buy some time

before having to put yourself on a war footing. Especially in the

early stages of the game this time can be vital to your success.

    Second, by striking a treaty, you have the opportunity to seal off

your neighbors from your territory. Under treaties, tribes are

prevented from intruding upon their neighbor's territory. By careful

placement of fortified units, you can contain the other tribe within a

proscribed area. Those fortified units, by the way, need not be your

most advanced or expensive: Militia units under fortification serves

just as well as legions or chariots in holding treaty-bound neighbors

in check. A wise ruler, though, will back up her or his fortified

units with stronger militray units on sentry



======================================================================= 82



duty, just in case your neighbor decides to violate the treaty with a

sneak attack.

    Be alert as well for "holes" in your defensive line. If

neighboring tribes manage to "sneak" through and establish a presence

on your turf, you'll be faced with the same treaty-imposed movement

restrictions that should have held them in check. Then it's up to you

to decide whether to violate the treaty with a sneak attack of your

own. Be on guard as well for sea-borne attempts to subvert your

territory.

    If your treaty holds, and you manage to contain your neighbors, a

good move is to create a diplomat unit, should you have the necessary

civilization advances required to do so. This unit can then be sent

through the treaty lines to establish an embassy and get a clear

picture of your neighbors. Embassy information varies with the

different difficulty levels of the game, but an embassy always gives

you a sense of who and what you're up against, information that can

prove crucial to your long-term strategy.

    Even if you discover that you possess overwhelming superiority in

relation to your neighbors, you may not wish to crush them. For one

thing, a military campaign requires a commitment of resources that

might best be put to other purposes. Perhaps more important, that

neighboring city can serve as a cource of income for your

civilization. So long as you are under treaty, your caravans can cross

the border and establish trade routes with your neighbor's cities.





SIEGE-PROOFING



In 73 A.D., in a fortress perched 1,300 feet above the floor of the

Judean desert, a garrison consisting of fewer than 1,000 Zealots -

men, women, and children - withstood two years' siege mounted by the

Tenth Roman Legion, 15,000 strong. The fortress was called Masada, and

the epic story of its besiegement (the surviving



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members of the garrison finally committed mass suicide rather than

fall to the Romans) remains legendary to this day.

    In Civilization, you can't really make yourself siege-proof, but

there are a number of steps you can take to make successful siege of

your cities more dificult. The lesson of Masada can serve you well.

The Zealot garrison was fortified, commanded the high ground, and

benefited from the fact the Roman supply lines were long and ran

through arduous territory. The more difficulty you impose upon your

enemies, the more time you buy to respond forcefully to the attempted

siege and, with luck and skill, repel it.

    The first step, naturally, consists of shoring up the defenses of

each city you establish, and shoring them up as quickly as you can. As

we've seen, the initial phase of this rests upon building a garrison

of at least two fortified militia units.



    This is an initial step only! Two - or even four - primitive units

fo not possess the strength to withstand a concerted assault by an

enemy possessing legions, chariots, or more advanced military units.



    Augument or replace your fortified militia with additional units

of superior defensive value as soon as these units can be produced.

    (Look sharp: Sometimes you'll find that you develop a technology

such as bronze- or iron-working while your cities are in the midst of

producing units based on more primitive technologies. Remember that

resources accruing toward the purchase of one type of unit can be

shifted toward the production of another type. Upgrade units in

production as soon as the upgrade becomes available to you. Do so

every chance you get, and you won't waste time and turns generating

units that are less helpful to you than they could be.)

    If you can build city walls, do so. These triple the defnsive

factors of units within the city. Another advantage of defending

cities is that your military garrison is reduced by only a single unit

at a time when the city is under assault, no matter how many units



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are stacked in the city. Units stacked outside of cities can all be

destroyed by a single enemy unit on the attack.





THE INVADERS APPROACH



Despite your best efforts, the enemy has made a landing on your

territory, or breached your borders if you're already sharing the same

landmass. They are moving in strength toward your cities, and they

possess military technology superior to your own. What can you do?

    One thing you might do is consider the example of Roman General

Quintus Fabius Maximus.

    Fabius, as he was known, harried Hannibal, whose Carthaginian

armies had wreaked havoc throughout Italy a bit more than 200 years

B.C. A brilliant battlefield startegist, Hannibal's domination of

combat encounters led Fabius to develop a strategy of his own, one

based on avoiding direct confrontation with the Carthaginians.

Instead, Fabius struck quick blows at Hannibal's flanks, inflicting

what damage he could before darting away.

    The same approach can work for you if you're careful. Use the most

mobile of your units, and watch their movement points closely. Try to

position your forces in such a way as to let you strike and retreat.

If that's not possible, use your less capable units as distractions,

drawing the brunt of the enemy assault. Then strike with your stronger

units.

    Above all, always strike stacked units first. A single attack can

thus take out two or more of the enemy assault. Then strike with your

stronger units.

    Above all, always strike stacked units first. A single attack can

thus take out two or more of the enemy at a time!

    Fabian tactics ultimately are diversionary. Sooner or later you

may have to face the enemy on open field of battle - or from behind

city walls. The benefit of a Fabian approach, though, is that very

diversion. It buys you time to shore up your city defenses, create new

military units, and generally prepare for the larger confrontation to

come.



======================================================================= 85



    (You might bear in mind as well the thought that it was another

Roman general - Publius Cornelius Scipio - who finally drew the

Carthaginians out of Italy. Scipio did so by the boldest of maneuvers:

He led an invading army of his own into Africa and laid siege to

Carthage itself. Study your information about your enemy, and if you

have the opportunity and resources, think about invading their

territory and tying them up at home. Sometimes offense is the best

defense.





ECONOMIC DEFENSES



Money may not buy happiness, but it can help purchase security.

Financial defenses can protect against both internal and external

threats.

    Against external threats, your economy serves several purposes. A

healthy treasury enables you to purchase military units in a pinch,

creating reinforcements almost instantly rather than waiting for them

to be created by accrual of resources.

    On the home front, a strong economy helps ensure productive

workers, eager to do their best for the war effort. (This, of course,

assumes that your people are suppportive of your military plans, and

of your government itself.) A productive populace can change on a dim,

as it were, pumping out military units or city improvements as

circumstance permits.

    On the other hand, a dwindling treasury, an economy that spends

more than it takes in (sound familiar?) may force you to sell off city

improvements or disband military units at crucial points in the game.

Selling thise city improvements offers only temporary relief from your

crisis: You get an immediate infusion of cash, but your citizenry must

endure the loss of improvements that contribute to the quality of

their lives, increasing the likelihood of growing unrest among your

citizens.

    There are several solid approaches to building a successful

economy. Most of these will be examined in greater detail in a



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subsequent chapter; for now, we'll focus on economics as an aspect of

civilization defense.

    The first step you can take is to exploit fully the productive

capacity of each of your cities. Examine the terrain around the cities

and underatke the appropriate technology, whether mining, irrigation,

or simply building a road.

    Even more effective is the caravan unit, made possible by the

currency and trade advances. Your caravans serve as a good source of

information. You can deposit a caravan or two on the shores of an

island or continent controlled by another civilization, and use your

caravans to explore the interior of that landmass, revealing the

location of cities, placement of troops, and so on. While your

caravans won't give you the detailed portrait of other civilizations'

cities that a diplomat unit can generate, they will reveal the size

and wealth - as represented by the numeral emblazoned on each city

square - of your opponents' cities.

    (You should strike trade routes, by the way, with the largest and

most powerful cities in other civilizations. These are the routes that

will generate the largest income for your own economy.)

    Finally, you can use diplomatic units to bribe enemy units to join

your civilization. This is costly, but can help avert a rout if you

can afford it. Especially effective is bribing enemy units of greater

technology than your own. This gives you the opportunity to turn, as

it were, the enemy's own guns against them.



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

                           CIVILIZATION KEY

                  Monitor your treasury when under

                  assault from outside. A good

                  working knowledge of your

                  economy's strengths and weakness-

                  es can guide you in your response

                  to enemy pressure. Hard though it

                  may be to swallow, there are

                  times when it can pay you to pay

                  off the enemy in the form of a

                  tribute, strike a treaty, and

                  devote yourself to rebuilding

                  your resources. The alternative

                  may be annhilation.

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





TECHNOLOGICAL DEFENSES



Among many other things, Sid Meier's Civilization is about technology

and the impact of technology on civilization. Naturally, then,

technology plays a large part in the defenses you erect. Selecting the

right technological paths to pursuse as you climb civilization's

ladder can make or break your defensive capabilities.

    Obviously, at the outset of the game you should focus your

attention on fundamentals: Metalworking, masonry, and the creation of

barracks units all are essential to the erection of effective defenses

against attack.

    The decisions become more difficult as your civilization grows.

Military technology cannot always take precedence over social and

cultural civilization advances.

    That in mind, there are a few general principles that can help you

ensure that your defensive technology is adequete to the tasks it will

face.



    1. Always buy the best. It doesn't do you any good to possess

       muskateers if your cities are still defended by phalanxes.

       Upgrade often and thoroughly, starting with your barracks

       installations. These will require replacement upon the

       achievement of certain civilization adavnces at certain levels



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       of the game. In hot an dheavy combat, units not produced by

       barracks facilities stand little chance of survival.



    2. Push the technology to its defensive limits. If your

       civilization is capable of producing frigates or ironclads, you

       have the freedom to move offshore. Don't trap these powerful

       units in your harbors or at the shore where they stand a

       chance of sinking the enemy on approach. The same holds

       true for aircraft and other highly mobile pieces. Stationary

       positioning is not always the optimum defensive startegy:

       Remember the Maginot Line.



    3. Use your intelligence-gathering capabilities. Your diplomats

       can keep you informed of other civilizations' technological

       capabilities, giving you at least the possibility of adjusting

       your own pursuits in hopes of achieving parity or maintaining

       superiority. Don't let other civilizations guide the devlopment

       of your own; but do put your understanding of your adversaries

       to work for your own advantage.

           All's fair, as they say: You can also use your diplomats to

       steal technology from your more advanced enemies. To do this,

       you must, of course, smuggle a diplomat unit through enemy

       lines and into an enemy city. Nor do you get to choose the

       the technology you steal. It's tough and risky, but technology

       transfer - from them to you, at any rate - can make a

       difference in the course of a war.

           (If you're not at war with the civilization you wish to

       steal from, you soon will be: The act of stealing constitutes

       an act of war, as well as breaching any treaty that may exist

       between your civilizations.)



    4. Acquire technology through offense, if possible. Even though an

       enemy civilization may outnumber you and possess superior

       technology, you may have a chance to acquire some of their

       technology through conquest. Send expeditionary forces



======================================================================= 89



       to the peripheries of the other civilization, looking for newly

       established cities whose defenses are weak. If you can capture

       an enemy city, you'll have a chance to capture one of their

       technological advances as well.

           (You can accomplish the same goalds closer to home, if the

       enemy has captured one of your cities. Take it back - and with

       it get some of their knowledge.)



    5. Pursue civilization advances and Wonders of the World than can

       help give you a defensive advantage. In the ancient portion of

       the game, such an advantage is lent by the Great Library

       Wonder, which makes available to you any advance possessed by

       at least two other civilizations. This is a good hedge against

       being too quickly outsripped by oppossing nations.

           In the nuclear age, you'll want to place an SDI defensive

       unit in your capital city at least, and should consider

       locating one in each of your leading cities. This is the only

       effective defense against the devastations of a nuclear attack.

           Ownership of the United Nations is the best defense of all.

       If your civilization possesses the United Nations, all other

       nations must make peace with you, no matter how superior or

       powerful they might be.



    6. Invest in a solid educational infrastructure, enhancing it at

       every available opportunity. A sizable investment in and

       commitment to education - in the form of universal literacy, a

       good university system, and knowledge-oriented civilization

       advances and Wonders - increases the rapidity with which your

       wise people can achieve breakthroughs and advances. These, in

       turn, increase the likelihood of your being able to mount a

       technologically sound defense.



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FAR FLUNG DEFENSES



As your civilization spreads across its home landmass and onto others,

the majority of your attention may be focused upon the vicissitudes of

conquest and colonization. Don't neglect the defensive side of the

game. Don't make the mistake of concentrating the majority of your

forces on the leading adge of your empire to the detriment of your

civilization's core. More than one civilization has fallen from

weakness at home despite great strength on its outer edges. Upgrade

your city fortifications at every reasonable opportunity. Disband

outmoded units, freeing resources for the creation and support of

units, freeing resources for the creation and support of units more

suited to contemporary needs.

    At the same time, it's foolish to continue devoting time,

resources, and money to over-fortifying cities located far from the

front. As in so many aspects of this game, you must strike a

reasonable balance.

    First let's focus on the outer limits of your civilization. On

those edges, place garrisons ready to protect your interests. Even a

strong, world-girdling empire will have points of vulnerability at



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which ambitious enemies can strike. Your garrisons should consist of

at least two strong defensive units, just as your cities at home. In

addition, new cities on distant shores can benefit from the presence

of a couple of strong offensive units, able to deal with approaching

attackers or barbarians. Remember that as you settle new and untamed

lands barbarians will continue to be a problem.

    As quickly as possible you should erect a barracks facility in

order to reinforce further your settlement with veteran units.

    You will need to establish and defend effective lines of supply,

carrying reinforcements from your productive homeland to the more

tenuous locations you're establishing around the world. Guard these

resupply routes as well as you can, preferably escorting cargo vessels

with military craft able to scout out and deal with the ships of your

adversaries. Set yourself a regular schedule of resupply and

reinforcement, building your garrison until it is well fortified and

defended.

    Second, bear in mind the lessons you learned when building your

first cities. As you produce more military units - or as additional

reinforcements arrive from home - you'll want to put into place a

strong line of pickets and sentries, establishing a protective zone

around your new city. As the city develops, producing settlers who

will develop and exploit the local resources, continue moving the

picket lines outward, adding to them to eliminate any holes through

which the enemy might slip.

    Third, use your new city to produce a diplomat or two, especially

if the newly created community lies on a landmass containing other

civilizations. The diplomats can give you a picture of the size and

nature of enemy cities and defenses, information that will asist you

in defending your own new community.



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

                           CIVILIZATION KEY

                  The cities on the periphery of

                  your civilization should be well

                  protected, as they are the cities

                  most typically exposed to

                  extrenal threats. As the

                  boundries of your civilization

                  expand, focus your defensive

                  efforts on the outer edges,

                  shifting the cities of your

                  heartland - which should be

                  farthest from the enemy's

                  reach - to producing civilization

                  advances and Wonders of the

                  World.

                      Bear in mind, though, that

                  it's unwise to let your guard

                  down too far, no matter how

                  distant a city lies from the

                  lines of conflict. This is

                  especially true of your capital

                  city, although other cities as

                  well can be left vulnerable to

                  sabotage and espionage on the

                  part of enemy diplomats.

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



    Finally, bear in mind that your purpose is expansion, yet, since

you're in a defensive mode, you want to be careful that your

expansionist movements are not interpreted as threats by other

civilizations. If you establish a treaty, try sticking to it for

awhile as you build your military and economic resources in the new

location. Far-Flung colonies are vulnerable to assault and takeover.

Your job is to protect them until they're strong enough to withstand

enemy threats.

    For all the vital importance of a good defense, at home and

abroad, it's tough to win at Sid Meier's Civilization by staying home,

tending your walls and fortifications, and minding your own business.

Isolationism will, ultimately, cost your society more than it gains.

You must at some point take a more aggressive approach, at least

against some of the other civilizations on your world. Conflict can be

delayed, but not avoided: Other civilizations will ultimately move

against you.



======================================================================= 93



    In the next chapter we'll see exactly how you can prepare yourself

and your civilization to go to war, and look at ways to increase your

chances of victory.



======================================================================= 94



CHAPTER 6

---------

TAKING OFFENSE





Civilization provides you with more than enough tools to take a grand

offensive approach, mounting, in effect, a plan of global conflict and

- with luck - conquest.

    Here your decisions should be shaped by your goals. Decide whether

you want to conquer the entire world, eliminating all opposition, or

whether you wish simply (not that it will necessarily be simple!) to

drive other civilizations from your homeland and prevent them from

returning to conquer you.

    Whichever approach you take, you must at every step maximize your

offensive production and strategic planning, building armies, lifting

your level of military technology, structuring your government to

increase the willingness of your people to fight.

    Your decision will affect as well the paths you follow toward

adavnced technologies, city improvements, and Wonders of the World.



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OFFENSIVE EXPLORATION



Again, exploration plays a large part in your pkans and the

accomplishment of your goals. Early on - during the first turn, if

possible - you should establish a city on a seacoast. (If you haven't

found the sea within three turns, go ahead and put down your roots.

Time is precious, and those first three turns represent sixe decades

of building for your opponents. You can always go to sea from a city

built subsequnetly; but make sure your second city lies on the edge of

the ocean.)

    At the early stages of your civilization's growth, offense should

come second. Secure your home before setting out to conquer. As noted

in the previosu chapter, a strong defense is the best possible

preparation for an effective offensive startegy.

    But be prepared to take advantage of offensive opportunity when it

knocks. As you explore your home territory, you may encounter a tribe

less advanced than your own. If possible, isolate or eliminate them.

Although few civilizations ever disappear completely from Civilization

after being destroyed, the interruption of growth that destruction

causes can be of great benefit to your own development. You have one

less opponent to worry about - at leats for awhile.

    A persuasive case can be made, however, for isoloating the other

tribe rather than completely eliminating it. As yoru civilization

progresss, its maintenance and expansion become progressively more

expensive. Funding your civilization requires income, not all of which

can be generated within your own borders. You need trading partners,

and the most effective - and lucratove! - partners are cities in other

civilizations. By eliminating too completely those other cultures, you

may ultimately be cutting your own throat economically.

    How, then, to encapsulate other civilizations in oredr to trade

with them but alos to minimize the possibility of their aggression

aimed at you? There are several ways.



======================================================================= 98



    Easiest, perhaps, is to establish a treaty with the other nation.

You should be guided in this by the other civilization's proximity to

your own.

    Which brings us back to the careful exploration of your starting

landmass. As quickly as possible after establishing your first city,

send units out to explore the land on which you've been placed. As you

explore, keep an eye out for several things:



    1. Look for areas where the land narrows, such as an isthmus, and

       which can easily be sealed off should there be other

       civilizations beyond the narrows.

    2. As your units travel around the coastline, look for the

       northernmost and southernmost points of land. These are also likely

       spots to detect the arrival of ships from other civilizations,

       making their own way around the world by following the polar

       coastlines. (It is from these spots as well that you might try

       dispatching triremes in hopes of making a landfall before

       becoming lost at sea.)

    3. Be alert for different types of terrain, especially as you push

       farther from your home city. Terrain can impede the progress of

       your more mobile units; you'll want to map out the most easily

       traversed routes to areas where you encounter other

       civilizations.

    4. Try to dispatch explorers in sufficent force as to allow the

       posting of sentries and pickets around the perimeter of your

       expanding civilization. These will help keep to a minimum the

       appearances of barbarian raiders, who arise in wilderness

       areas. Your job is to seek out and conquer other civilizations,

       not waste time and resources doing combat with barbarians.



    In some ways, your job as the leader of civilization is made

easier if your initial location is a huge continent. You have at hand

room for expansion, opportunities for trade and exchanges of

information with other civilizations located there, and you are



======================================================================= 99



freed, at least for awhile, from the necessity of developing segoing

capabilities.





ISLAND HOMES



Suppose you're on an island, rather than a continent. Your first

actiosn should be to complete the exploration of your landmass, with

an eye toward appropriate locations for your cities. You'll need

several cities from which to launch your campaign of conquest, and at

least two of those cities must be seaports, from which ships can be

sent forth. Position yoru cities carefully, ensuring that each is as

productive as possible. Begin producing triremes as early as you can,

dispatching them to the far corners of the globe in search of other

civilizations.

    Don't send out empty ships. Even though an unloaded vessel can

explore the world, and locate other islands and continents, all you'll

be able to find are the coasts of these neighboring lands. Their

interiors will be denied to you unless your ships are carrying units

which can be debarked for exploration.

    Agains, speed is of the essence. If you are able to produce

cavalry or chariot units, those are what should be loaded onto your

ships. The extra mobility of these units will enable you more quickly

to travel the interiors. This gives you the opportunity to locate

other civilizations, scout out the lay of their land, and also to

liberate any serendipity squares - scrolls of wisdom, mineral

deposits, and so on - as yet uncaptured by others.

    Another good approach at this stage of the game is to include a

band of settlers on your exploration vessels. If your initial location

is an island, you will quickly need additional lands to colonize and

develop. Settlers can do this. Don't forget, as you establish your new

cities, to reassign any traveling units - and your trireme, if you

locate the new city on a secoast - to the new cities. This will

relieve some of the pressure on the communities on your initial

island.



====================================================================== 100



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

                           CIVILIZATION KEY

                  Don't neglect the interiors of

                  continents and islands your

                  exploration craft discover. To

                  explore those interiors you'll

                  need to carry land units which

                  will be debarked on foreign

                  shores.

                      The choice of which land

                  units to send on exploration

                  journeys will vary depending upon

                  your overall strategy, but

                  diplomats and settlers can both

                  be efefctive explorers.

                      Because wild and unexplored

                  lands are fertile breeding

                  grounds for barbarians, you

                  should also include a military

                  unit among your explorers.

                      Be careful on your first

                  voyages out from your homeland.

                  Triremes can eaisly be loast at

                  sea, so it's a wise idea to find

                  a navigable path between

                  landmasses before sending out

                  ships laden with expensive units.

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



    If your civilization has developed writing, it's a good idea to

build some diplomat units and send them into the greater world as

well. Using diplomats to establish embassies will give you a leg up on

your plan of conquest. At certain levels of the game, embassy

intelligence reports let you know the size of your adversaries'

treasury and military, as well as keep you posted on who's at war with

whom. This information can prove crucial as you decide which opponent

you'll make war against, and with which you will negotiate treaties.



====================================================================== 101



CHECKPOINTS AND BLOCKADES



Another advatange of seafaring ability is the capacity it provides for

establishing and enforcing blockades. As you sail around the world,

you'll discover various checkpoints, through which other sailors must

come to find your own civilization. Position a trireme at each

checkpoint possible, sealing the straits against enemy vessels. Put

yoru ship on sentry duty; this way it will come to "life" when another

ship contacts it.

    When your sentry ship wakes up, attack the other ship. There's a

good chance you will sink it, and send to the bottom of the sea any

units it is carrying. Not always - there will be times when it's your

own vessel that goes down! For that reason, it's not a bad idea to

keep at sea as many ships as you cna reasonably support, giving you

the ability to back up your forward pickets, and replace vessels that

have been sunk.

    Sealing off checkpoints is only a first step in establishing naval

superiority. As you sail around the coastlines of distant landmasses,

you'll encounter enemy ports. The advantages you can



====================================================================== 102



derive from these harbors are both startegic and information-oriented.

Your contact with an enemy port provides you with a sense of the

strength of that city, letting you know at a glance whether or not

enemy ports are stronger than your own.



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

                        THE LESSONS OF HISTORY

    Blockades and checkpoints have proved crucial throughout

    history. Consider one of the most dramatic examples of modern

    naval warfare: Trafalgar.

        Outnumbered and outgunned, Lord Nelson's British fleet

    kept careful watch over Napoleon's marshalling of French and

    Spanish vessels. Nelson understoof the value of biding his

    time, and did so for months, until, on the 21st of October

    1805, he engaged the enemy in waters near Gibraltar, offshore

    from Cape Trafalgar. In little more than four hours,

    two-thirds of Napoleon's fleet was destroyed or captured,

    while Nelson, although fatally wounded during the battle, did

    not lose a single ship. The course of history was from that

    moment changed: Napoleon ceased to be able to threaten an

    invasion of England, and his ambitions were confined to the

    European continent.

        What makes Nelson's accomplishment all the more remarkable

    is that Nelson spent a full two years setting up his naval

    trap. During that time, squadrons composed of ships from the

    British fleet hugged the enemy coastline, alert for any enemy

    movement into or out of harbors. The startegy effectively

    prevented Napoleon from assembling a large invasion fleet.

        The wise leader of a civilization understands the value of

    catching the enemy at sea - and destroying him there. Be

    patient, and let the enemy make the first move.

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



====================================================================== 103



    Strategically, of course, the advantages are obvious. You know

where at least part of the other civilization's seafaring capacity

lies. That knowledge can prove crucial to your plan of conquest.

    If you can support sufficent ships, it's worth trying to blockade

the enemy ports. Keep your adversary's vessels pinned at home and

you'll win an important advatage when the time comes to mount an

amphibious assault and lay siege to their lands. You can also

interdict their own shipping before it has a chance to get too far

from home.

    Position a ship a square or two back from the port. Place the ship

on sentry duty and wait for ships emerging from port.

    Bear in mind, if your sentry ship lies "at anchor" touching the

shoreline, that enemy land units passing by your position will also

wake up your ships, letting the enemy know you're there. There's

little to be done about this; it comes with the territory.

    A succesful blockade generally requires two ships per enemy port -

this is expensive, and will put pressure on your own home bases. The

expense is worth it if you can halt the enemy's own plans for offshore

expansion. The advantage of having two ships bracketing the enemy port

is the backup it offers. Not every ship-to-ship battle will go well

for you. Should you lose your initial vessel, your backup ship can

endeavor to track down the enemy craft and sink it. (You'll have to

wake up the other ship manually, unless the enemy comes in contact

with it. Don't put this off, lest you forget and your movement turn

comes to close while your sentry ship remains somnolent.)

    When you make that initial contact and your primary vessel returns

to duty, the best approach is to go ahead and "awaken" your backup

craft. That way, should you lose the first ship, your next unit will

be awake and ready for action. You won't have to cycle back through

the map to awaken the other ship.



====================================================================== 104



DIPLOMATIC CARGO



As you locate other civilizations, think about how you will approach

making war on them. Effective thinking requires accurate information,

and the unit best equipped to give you information is the diplomat.

But there is more to using your diplomat units than just establishing

embassies. Indeed, the diplomat can be the most effective of all your

units for laying the groundwork for a successful invasion or siege.

    For that reason, it's wise to include a couple of diplomat units

on each vessel you send out. (If dispatching triremes, two units will

be all each ship can carry.) Debark the diplomats before putting the

ship in position to establish blockade: There's no point in risking

your diplomats to the dangers of sea battle or having them lie idle

during the turns when the ship is simply on sentry duty.

    When a diplomat units comes into contact with an enemy city, your

first move should be to establish and embassy. Your embassy will

generate information about the enemy for as long as the embassy

exists. After that, each subsequent diplomatic contact offers you

several choices.

    As we've seen, any unit touching an enemy city gives you a picture

of that city's numerical strength. But only a diplomat can breach the

city's barriers and deliver a picture of the city's particulars -

defense, inhabitants, structures. This sort of information is beyond

price whne planning a campaign or laying siege. Choose Investigate

City from your diplomat's menu to take advantage of this capability.



====================================================================== 105



    Sometimes your opponents will be more technoligically advanced

than you. You'll know this from your initial embassy reports and from

subsequent missives sent back from your embassies. Again, your

diplomats can prove invaluable. By learning which technologies and

advances your enemy possesses, you can, if need be, reshape your own

intellectual pursuits in hopes of catching up or exceeding their

abilities.

    You can also seek to exchange technology with other tribes,

although you'll be surrendering some of your own hard-won knowledge in

exchange for theirs.

    But there's another option. Your diplomats can steal technology

from your opponents. This is a risky maneuver, involving the gaining

of clandestine passage through enemy lines and penetrating an enemy

city. The risks may be worth it if you gather the knowledge you need,

and can put it to work at the construction of units that will be a

battlefield match for the enemy.

    You can steal technology from allies as well, although you should

be aware that this constitues an act of war, cancelling your treaties.



====================================================================== 106



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

                           CIVILIZATION KEY

             Get an idea of the enemy's technology level

             before making war. To do this, you'll need

             to establish an embassy in an enemy city.

                  If the enemy is more technologically

             advanced that you, you might consider

             postponing your aggression until you are

             more evenly matched.

                  Catch up with the enemy in the

             technology race through one of four ways:

               1. Underatke concentrated research

                  efforts, building libraries and

                  universities in your cities if you

                  are able, and devoting a larger

                  portion of your revenues to

                  scientific research.

               2. Exchange technologies with friendly

                  civilizations.

               3. Build the Great Library Wonder; any

                  time two other civilizations obtain

                  the same advance, it becomes yours

                  as well.

               4. Steal the technology by way of

                  diplomat units.

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



    In addition to stealing information, diplomats can assume the role

of saboteur, aiming their efforts at units.

    Finally, your diplomats can sow dissent among the enemy

population, causing productivity to decline and unhappiness to

increase. This "psychological" warfare can be an effective tool when

used against a government whose hold over its people is already shaky.

    Use yoru diplomats wisely, but don't be overcautious. You are

amking war, and there will come - all too quickly! - a time when

cloak-and-dagger missions are not enough. There will come



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a time when you must commit your military forces to assault and siege.





THE WAR BEGINS



You know ehere the enemy is. His front line sare half a dozen sqaures

removed from yours; you share a continent. You have established an

embassy which gives you the big picture. Advance spies - diplomat

units visiting each of the enemy's major cities - have let you know

which cities are best and least defended. It's time to launch your

campiagn...

    There's little to compare with the anticipation that preceeds the

laucnh of an invasion. Don't let your excitement get the better of

you: Successful invasions are most easily accomplished when they rest

upon a foundation of thorough preparation and planning.

    It may be that the early stages of your invasion go smoothly. This

is likeliest to happen when you strike quickly, on more than one

front, with units that are stronger than the enemy and which are

gathered in greater numbers.

    Even if you possess overwhelming superiority, there are some

general principles to bear in mind.

    Try not to stack attacking units. Doing so simply gives the enemy

the opportunity to dispose of two or more of your pieces at a single

blow. Even the largest of armies cannor long afford to support this

sort of profligate waste of manpower and material. Be on guard for

terrain that forces you to stack units. The natural "funnels" serve to

create "killing field" in which your troops can easily be mowed down.

    Bear in mind that you don't have to attack every enemy unit on the

continent. Especially if you have struck a treat with another

civilization, there is the possibility that your adversary will have

erected picket and sentry lines to mark the border between your

territory and his. If you can go around these pickets, you stand a

chance to delivering a larger force to the enemy city intact;



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when you capture the pickets' home city, those units will be dibanded

for lack of support and will disappear from teh screen.

    Use all the reosurces you have at hand. Even though you have a

direct land route into enemy territory, it may be advisable to send

some of your invading force by sea. That way you can circumvent enemy

lines, perhaps capturing a powerful city deep in enemy country. From

that position, you might well be able to split the enemy, producing

new units with which to solidify your holdings and expand them

    You can also acquire advances by way of conquering enemy cities.

Consider as well, if geography cooperates, the possibility of striking

an early blow at the enemy capitol. By taking the capitol, you have

the possibility of creating a civil war amongst the enemy population.

You can then strike an alliance with one group while keeping military

pressure on the other.





LAYING SIEGE



Whichever approach you undertake - direct asault through the perimeter

of enemy territory, or deep penetartion into his heartland - you will

eventually face the need to lay siege to an enemy city. Recall that

one truism of militray history is that sieges are often as harsh an

experience for the attacker as for the besieged.

    Study the city you wish to assault. What are its fortifications?

Does it boast city walls? How substantial is the garrison inside the

city? What are your best approaches to its attack?

    Look as well at how the enemy has exploited the land and resources

surronding the city. You might wish to consider a "scorched-earth"

policy aimed at depriving the city's citizenry of food and income. You

can do this by destroying any terrain improvements on which your

military units are located. The downside of this approach is obvious:

Once the city becomes yours, you'll have to assign a settler unit to

rebuild the farms and mines you obliterated.



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    (Settler units should be part of the assault force anyway. They

serve the purpose of engineers during your campaign, building roads,

field fortifications where necessary, and, of course, increasing the

productivity of captured metropolises. Be sure that you keep the

settlers to the rear of your adavncing columns, away from lines of

battle. Move them up only as you secure the territory they will

occupy.)

    The natures of teh city defenses will affcet units you use in your

assault. If the city has walls, you are safest making an asault with

units of at least catapult level. Legions, chariots, and cavalry units

are less likely to breach the walls with their assault, more likely to

be destroyed in the attempt.

    The dilemma with catapults is that, over open terrain, they are

capable of only a single sqiare's movement per turn. This means it

takes longer for the unit to arrive at the front, and that it can only

strike once per turn when in position. (Naturally, catapults - and

their descendants, cannons - can move farther over roadways. You won't

always, in early wars, have roadways at your disposal.)



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    For these reasons, move your artillery in clusters, being careful

not to stack them if you can avoid it. With more than one catapult at

your disposal you'll be able to position your assault artillery on

more than one side of the besieged city, hammering the target at least

twice (unless your unit is unsucceddful) a turn. The more often you

can strike, the more quickly the siege is likely to be resolved in

your favor.

    Keeping reinforcements moving toward the front. No matter how

carefully a campaign is planned, there will come a time whne you need

fresh units. A constant stream of new troops and equipment helps

ensure that your campaign achieves its goal.

    When the city falls, don't be too quick to press your advantage

and push on into enemy territory. The captured city must be held, its

infrastructure repaired, its garrison replenished with your own

forces. Reassign any occupying troops to the new city, and give some

thought to building a temple or other civic improvement for the city's

inhabitants. After all, they've just come through a long siege, and

are not predisposed toward showing you a lot of support. You can win

their favor, and turn their productivity to your own ends, gving you a

source for new units that's located close to the front. Only when the

city is wholly secured - at least two fortified units in place -

should you move on.



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

                        THE LESSONS OF HISTORY

     Technology shaped the nature and evolution of siege

     warfare, just as it shaped all other aspects of war.

         The development of fortifications - represented in

     the game by masonry and city walls - had to be countered

     technologically. Walls called for artillery.

         The earliest forms of artillery were catapults, a

     technology which evolved over centuries, until gunpowder

     displaced tension and gravity as the best means for

     dispatching projectiles.

         Descendants of the catapult include the Roman

     mangonel, which could hurl stones weighing hundreds of

     pounds. (The Romans, by the way, used woven human hair

     as the cord which ws drawn tight by a winch, creating

     the tension which, when released, hurled the stone.)

         The balista was a sort of giant crossbow, and could

     fire either stones or pointed projectiles, such as

     javelins.

         The trebuchet was capable of lobbing large projectiles

     over tall walls.

         Catapults and their kin were used to hurl more than

     projectiles. Chemical weapons including "Greek fire" -

     a combination of sulfur, pitch, and petroleum - served

     as early precursors of napalm, and could be

     discharged by some artillery. There are even instances

     of catapults being used to heave dead - and, sometimes,

     plauge-infested - bodies over enemy walls.

         Although you don't have chemical weapons at your

     disposal in the game, you should use artillery of

     whatever level you can produce, when laying siege to

     enemy cities and fortifications.

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



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    In Sid Meier's Civilization, logistics are almost everything.

Lines of supply and reinforcement can in Civilization become as vital

as in the real world. It's a good idea to use a band of settlers to

build roadways from yoru cities to the front. This will greatly

increase your ability to move up fresh troops rapidly. Railroads, if

you possess the technology, are even better.

    At some point, as your supply lines stretch out, order your

settlers to construct a new city. There are several advatanges to

this - you can generate new units much closer to the lines of combat;

you can fortify the city, giving you a solid base close to enemy

territory; and you can reassign forward troops to the new community,

easing the productive pressure on your central cities.

    As you move across the continent, continue to extend defensive, as

well as offensive lines, placing more primitive units on picket or

sentry duty. Your enemies are crafty and may well try to sneak

diplomats of their own into yoru cities where they will wreak the same

type of mischief and intellectual theievry you committed against them.



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

                           CIVILIZATION KEY

    Don't be afraid to take a breather during a long campaign or

    war. You can go too far - exhausting your resources and your

    people's willingness to fight, falling short of your goal of

    absolute victory.

        From time to time your enemies will offer to make peace

    with you. If need be, accept the treaty and use the time

    you're buying to rebuild your combat forces, replenish your

    treasury, increase the public's morale and support for your

    undertaking. You can always break the treaty later...if

    you're that kind of leader.

        Seriously, if you do take a respite from combat, be sure

    to extend your information-gathering resources to their

    fullest capabilities. Place ships on sentry outside enemy

    harbors. Post pickets and sentries along land borders. have

    diplomats ready to undertake spy and sabotage missions as

    soon as hostilities are resumed.

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



    Gradually, as you consolidate your hold on the island or

continent, you can decide whether to fully obliterate the enemy or

allow him to keep a couple of cities alive for your use as trading

partners.

    Suppose, though, the enemy is not on the same landmass as you.

Your job becomes much more complicated. You have to move your forces

across water and land on enemy shores.



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AMPHIBIOUS INVASIONS



The first step in a successful campaign of amphibious invasion and

conquest lies in logistics. Know where you're going, the shortest and

safest route to get there, and how many units you'll need to wage a

winning war, and how many ships you'll need to carry them. It doesn't

sound easy, and it's not as easy as it sounds.



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

                        THE LESSONS OF HISTORY

    The largest amphibious assault in history took place on June

    6, 1944 when Allied forces invaded continental Europe in order

    to to disloadge the Nazi conqueres. To do so, the Allies

    amassed an armada consisting of more than 4,000 transport

    vessels, more than 6,000 warcraft, a landing force in excess

    of 175,000, as well as thousands ofaircraft flying support

    missions.

        Despite the huge number, the invasion force was for a

    time held essentially stationary on its beachhead, pinned

    down by well-entrenched Axis forces. Strength of numbers,

    aided by constantly arriving reinforcements and material,

    enabled the Allies to accomplish what neither Napoleon

    nor Hitler were able to: mount a successful invasion across

    the English Channel.

        When planning an invasion, make sure, at all costs, that

    you can seize - and hold - a beachhead. And be just as sure

    that you'll be able to deliver additional forces to the

    beachhead as soon as possible.

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



    Having located an enemy island or continent, your first step is to

examine its location relative to your home. Scroll around the screen,

following the route your ship took on its voyage of exploration. Learn

how many turns the voyage will take. Look to see if there are areas on

your home island or continent which lie closer to the enemy than to

your starting point. If so, put units in motion to



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establish cities and production in those areas. You'll appreaciate the

proximity once warfare has begun. Look for islands close to the enemy

homeland and establish cities there. Anything you can do to cut the

amount of time required to move additional forces to the front will

serve the cause of your campaign.

    Do what you can as well to keep the enemy from discovering the

location of your forward bases. Here's another opportunity for

blockades and the sealing of chokepoints: Keep the other guy pinned

down while you establish your line of supply and mass your forces for

the invasion.

    You might find it advantageous to strike at least a temporary

treaty with the civilization you plan to invade. A treaty will give

you the chance to land diplomats or caravans who can prowl around the

interior of the enemy landmass, scoping out defenses and attractive

cities while you prepare the main invasion force.

    You'll also want to be on the lookout for landing sites. These are

not necessarily next to enemy cities, although those sites let you

launch immediate attacks on enemy strongholds. Sites next to cities

alos give the enemy the chance to strike a first retaliatory blow

against your landing force: Units which have debarked from ships have

no movement points left, and are vulnerable.

    Your best site for an amphibious landing, then, lies a square or

two removed from areas of enemy activity.

    Move your landing craft into position carefully. Marshall your

ships' movement points so that they can debark a unit or two, then

move to another location fo further offloading. This helps avoid the

risk of stacking units. Long, deep, natural harbors and fjords are

especially effective landing sites, as you can offload troops in a

variety of spots, even allowing for the limited movement capabilities

possessed by your ships.

    (Limited cargo capacity will also hamper your invasion palns.

Triremes, able to carry only two units, make lousy invasion craft.

Sailing ships are only slightly better. The best craft for mounting



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large invasions are frigates and transports, both of which require

advanced technologies to produce. If triremes are all you've got,

though, they're all you've got: You'll learn, as you play

Civilization, to make do with the equipment you have at hand.)

    Remember, too, that your amphibious forces will dwindle during the

invasion. You're going to take casualties, and you're going to have to

replace them.





BEACHHEAD



For that reason, among the first wave of invaders you should include a

band of settlers. With these you can establish a city of your own, on

enemy territory, and use it to produce fresh troops who don't have to

be trasnported. If you locate a city right at the front, you'll need

plenty of troops to defend it from what might be a pretty vigorous

enemy response.

    better still, for this reason, is the "stealth" approach. As you

discover the enemy civilization's location, seek as well to discover

unexplored territory beyond their immediate frontiers. The presence of

serendipity squares is a pretty good indication that the enemy has not

yet explored the territory in question. Get a city established on that

territory as quickly as you can! That city will then serve as your

forward outpost, and can be especially effective as both a breeding

spot for diplomats and a staging area for a large-scale campaign.

    The most effective - or at least most efficient - way to establish

such a forward base is to launch your campaign with sufficent funds in

the treasury to enable you to buy those infrastructure items you'll

need most quickly: a barracks for production of veteran units, a

granary for food storage, and another band of settlers to make the

city more efficient and productive. that's a fair piece of change, but

if you can't afford to make war, maybe you shouldn't.



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    Don't neglect to build additional cities in enemy territory as

soon as you are able. They further increase your productivity - and

the odds in your favor - as well as giving you the tools to create

infrastructure to support movement of your military units.

    Neither should you overlook the fact that, with a lone outpost on

an enemy continent or island, you are, for several turns at least,

returned to defsnive mode. Your priority should be fortification and

protection of your outpost. To that end, post pickets as close to the

enemy lines as you can without too quickly incurring an attack from

them. 

    If there is an isthmus between your outpost and the enemy's lines,

you might consider placing a ship at sentry there. The ship will

afford you the same knowledge of approaching enemy units without

placing any of your ground-based invasion units at immediate risk.

    Should you have the time and resources, place a city on the

isthmus at its narrowest point. Garrisoned with defensive and

offensive troops, equipped with a barracks and city walls, the

fortified city should stop all but the most determined or overwhelming

enemy asaults. (It will also serve as a canal zone through which your

seafaring craft can travel from one side of the isthmus to the other,

cutting long distances from their journeys.)

    As your bases become well-established, and you capture enemy

cities and make their resources your own, your amphibious asault will

eveolve into a ground-based campaign. Your ships will be free to

search for other landmasses and other civilizations to attack.

    But there's more to civilizations - not to mention the game of

Civilization - than making war. As we'll see in the next chapter, even

a successful warlike civilization must attend to its domestic

devlopment - and that means establishing and nurturing its cities,

striking a balance between military and civilian needs.



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CHAPTER 7

---------

CULTURAL CONSIDERATIONS



What distinguishes Sid Meier's Civilization from all the other

interactive entertainments I've seen is the unrelenting emphasis the

game places on culture and cultural questions. Culture is the sum of a

civilization's parts. More tahn that, a culture consists of and is

defined by the ways in which those parts combine to create something

that is truly more than just a simple sum. The great cultural critic

Jacques Barzun has pointed out that the essence of culture is

interpenetration, that process of societal osmosis whereby art feeds

science, technology serves politics, and so on.

    In Meier and Shelley's game, interpenetration also plays a role.

Each cultural advance or achievement introduced into the game lays the

foundation for another, but alos increases your abilities and

capacities in existsing areas. Coordinating the intersection of ideas

and goals is your job, and it should be taken seriously/ Get to know

the Civilization Advances chart in the game's manual, learning the

relationships Meier and Shelley establish among ideas and groups of

ideas. these do not necessarily coincide with true



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historical relationships, but do make sense within the context of the

game itself. More important, the relationship of ideas and advances

within the game is crucial to winning the game. You have to shed some

preconceptions in order to follow the game's flow.

    As we'll see during the course of this cahpter, the nature of your

culture plays a large part in determining the nature of the game you

find yourself playing. There are steps you can take which help control

and direct your culture's evolution, but there are also limitations of

time and resources placed on you as a civilization leader.

    Massaging those limitations to your best advantage - managing, in

other words, the nature of your cultural interpenetrations - is among

the largest and most engaging challenges contained in Sid Meier's

Civilization.





PRIMITIVE CULTURE



The words primitive culture, in fact, reflect our own biases: Many

early cultures displayed quite impressive levels of sophistication. So

it is in Civilization, as well.

    During your first millennia or so of play, depending upon the

level at which you're playing, your cultural opportunities are

relatively limited. We've seen in previous chapters the necessity of

investing a major portion of your early cultural devlopment energies

in advances that offer immediate benefits to your cities' security and

productivity. At higher levels of challenges, your options will be

further limited by the increased amount of time it takes to chaieve an

advance, as well as by the more limited number of opening choices for

advancement.

    Accepting, then, that you must possess metalworking skills in

order to build a strong defensive or offensive force, as well as

pottery in order to be able to gain and encourage city growth, is

there a single cultural advance whose value outweighs all others



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and whose devlopment is fundamental to all aspects of your

civilization? In fact, there is.

    The answer, in the game as in human history, is the same: writing.

    It was writing, devloped by the Sumerians about 3000 B.C., that

enabled the true long-term growth of society. Only by freeing memory

from the limitations of oral culture and its reliance upon the passing

down of information from one individual to another could large-scale

undertakings be pursued.

    There is a ckicken-and-egg aspect to the debate over the

devlopment of writing. As agricultural endeavors became more and more

elaborate, with irrigation works constrcuted over years and decades,

the keeping of records became more complex.

    Irrigation itself first came into use about 7000 B.C. in the

valley of the Tigris-Euphrates rivers. So about four milenia of

agricultural progress, however fitful, throughout the near- and

middle-Eastern regions, had elapsed before writing came into use.

Those 4000 years had resulted in a mass of information and records far

too large to be stored in an individual's memory. Necessity, some

istorians say, gave birth to writing. (Conversely, there are scholars

who argue that the devlopment of writing enabled the creation of more

complex irrigation systems.) Either way, some mechanism was required

for preserving the information obtained each season. That mechanism

was writing, the transformation of oral information into symbols.

Writing is memory made tangible. More than that, writing made possible

the easy transport of large amounts of information over long distance,

as well as the concentration of large amounts of disparate information

in centralized locations.

    These accomplishments are reflected in Sid Meier's Civilization,

to your great benefit as the leader of a growing empire. The symbolic

nature of writing is represented in the game by the devlopment of the

alphabet, which must precede the development of writing itself. (The

alphabet also underlies mapmaking and the



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development of a code of laws, two other historical accomplishments

impossible to conceive without some symbolic and compact means of

recording, preserving, and distributing information.)

    On the international front, writing makes possible the immediate

production of diplomat units whose special capacities we've already

explored. In your cities, writing enables the construction of library

improvements, which increases the city's production of knowledge by 50

percent - hastening your civilization's development of new ideas and

advances. Build libraries in every city that can support them, bearing

in mind that each library costs one monetary unit per turn for

maintenance, a small price in light of the intellectual capital the

library generates.

    Writing is one of those gifts that keeps on giving, and the best

way for you to take full advantage of writing's potential is to pass

the gift on to all of your citizens. Literacy, which in Sid Meier's

Civilization is a direct lineal descendant of the development of

writing, lifts your civilization's intellectual potential a further

notch, making possible the greatest of all the ancient Wonders of the

World: The Great Library.



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

                        THE LESSONS OF HISTORY

      The portability and durability of writing as a means of

      storing and transmitting information resulted in the first

      vast strorehouse of human knowledge: The Great Library

      of Alexandria, one of the crowning cultural

      achievements of Ptolemaic Egypt.

          Built around 250 B.C., the Library's collection

      eventually numbered hundreds of thousands of scrolls, with

      some estimates placing the collection as high as three

      quarters of a million "volumes." Nor were these

      exclusively Egyptian: The Library housed papyrus from

      throughout the known world, a true example of cultural

      interpenetration in action. (For that matter, the

      Ptolemies were not Egyptian either, but Macedonian. Such

      is the nature of cultural interpenetration.) Alexandria,

      not least because of the Library, was for centuries the

      greatest of all cities, and the true capitol of the

      world's intellectual and artistic activities.

          The Ptolemies were devoted to learning, and their

      devlotion - along with resources such as the Library -

      attracted and nurtured the world's finest scholars.

      Euclid formalized many of the principles of geometry

      during his time in Alexandria. The astronomer

      Aristarchus studied there, daring to suggest that

      perhaps our world revolved around the Sun. Erasistratus

      made early attempts at systematizing anatomical

      knowledge. Eratosthenes, one of the librarians in charge

      of the Great Library, ca. 225 B.C., not only assembled a

      world map based on knowledge but also derived the globe's

      circumference, placing it at 25,000 miles: right on the

      money.

          Such Wonders cannot last forever. The Library was

      destroyed by fire early in the Christian era. Some

      attribute its destruction to Julius Caesar's siege of

      Alexandria. Whatever the cause, the loss of the Library

      was a blow to our understanding of the ancient world that

      will never quite be overcome.

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



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    Beyond that, writing offers a couple of other direct descendants,

including philosophy, and the greatest - if most difficult to manage -

of all government forms, democracy.

    Develop writing at all costs as early in the game as possible. You

will be tempted, especially if you're located on an island, to pursue

advances with more immediate benefits, such as mapmaking. Don't be too

hasty: Writing is the basis of all modern culture, the foundation from

which all civilization advances flow.





RELIGION REARS ITS HEAD



Consider the brilliant central metaphor established with Sid Meier's

Civilization's very first screen: a world of darkness with only the

immediate local neighborhood known to you. Everything else is hidden,

mysterious, even forbidding. Press beyond your local enviornment and

you might discover wealth and opportunity - or enemies more powerful

than yourself. Dispatch sailing vessels into the unknown seas, and

they might never return. Gaze



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up at the sky and wonder what powers dwell there among the myriad tiny

points of light.

    The metaphor of the darkened screen is an excellent one,

duplicating for the player some of the mystery of the world and the

cosmos that must have been felt by our own early ancestors. As the

leader of your civilization, you have some options for allaying your

population's fear of the unknown. As in true history, among the most

powerful tools at your disposal is the invention and devlopment of

religion and religion's appurtenances.

    While the initial - and, in some ways, primary - benefit of

religion to your civilization is the effect it exerts on your

population, raising the citizens' level of satisfaction, do not

underestimate its pragmatic benefits. After the first two purely

spiritual advances - ceremonial burial and mysticism - direct progress

leads to astronomy, after which navigation, physics, steam engines,

electricity, and even computers flow.

    Just as pragmatic but not as blatant are the effects of religion

on yoru government. Build temples and, later, cathedrals for your

people, and the task of managing them becomes simpler. You are

attending to their spiritual needs, which makes them more docile; if

yu look at it cynically, they become more energetic and at ease if you

take a more benign view of religion. The opiate of the people,

religion has been called, and its effects are certainly

well-represented in Sid Meier's Civilization.

    (Ironically enough, in the context of the game, religion itself as

a discrete advance descends from the alphabet and writing rather than

mysticism and ceremonial burial. This may have as much to do with

constraints imposed by designing a playable game as with history

itself, although a case can be made for organized religion resting on

the development of written symbols. Certainly large-scale religious

organizations understood the power of writing - and thus endeavored to

keep that power for themselves.)

    Religion's power within your cities is greatly extended by the

construction of religious institutions. Ceremonial burial, the first



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spiritual advance to your ancient civilization, gives you the ability

to build a temple in every city. Do so. Temples offer a solid

foundation for a happy populace at a relatively low price.

    Additionally, the presence of a temple can stave off natural

disaster in the form of volcanoes that threaten your cities on a

random basis. While historically this makes little sense - ask the

temple-goers of Pompeii or Thera - it's a nice touch in the game.

    Study the Civilization Advances chart in the game manual of you

want further evidence of the impact of early and subsequent spiritual

advances on your electronic civilization.

    Once you've established a religious presence in your cities by

building a temple or cathedral, you have to maintain them. This can be

fairly expensive over the breadth of a large civilization, nor are

these easily sold items should your financial straits grow dire. While

you can generate some quick cash by selling your religious buildings,

your people will very quickly let you know what they think of this

strategy.

    Finally, bear in mind that religion is best served by huge central

structures and institutions that give far-flung followers a focus for

their beliefs. Build religious Wonders of the World if you are able

to. Their benefits spread across whole continents and, although

intangible, are hardly insubstantial.





ARTS AND SCIENCES



The relationship between art and science has been the focus of much

thought during our century. C.P. Snow, perhaps most dramatically,

illuminated the dilemma in a short book whose title alone speaks

volumes: The Two Cultures.

    In Sid Meier's Civilization, the two cultures are directly

related, although here, too, especially at the later stages of the

game, pure art and aesthetics tend to take second place to the

acceleration of advances in science and technology. This can be

problematic, to say the least. Purely aesthetic and spiritual ad-



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vances, improvements, and Wonders of the World keep your people

content and boost their loyalty and productivity, but may do little to

protect you from voracious enemies. Scientific and technological

advances, improvements, and Wonders of the World are vital to military

success and security, but may ultimately cause large-scale

enviornmental devastation that exerts a serious negative effect on

your overall score.

    The trick, once again, is to strike a balance between the two.

Doing so places upon you the dual burdens of long-term thinking and

short-term economics. Cultural advances and improvements cost money,

both to create or construct, and also to maintain. You must be guided

in yoru decisions by what you can afford, as well as by what you want

to achieve.

    There's also the pressure of time. As you pass the midpoint of the

game - ca. 1000 A.D. - the effects of your culture on the world begin

to be felt more dramatically. You are approaching the rewards and

dilemmas of industrial life, and that approach is further complicated

by increasing population pressures. Your enemies have grown stronger

and their numbers have likely increased along with your own. The

temptation, faced with the threats from outside, may be to focus your

energies and resources on purely scientific and technological

advances, deferring until better times the devlopment of artistic

wonders and technologies that exert a more benign impact on the world.

    Making this decision leave you more vulnerable to social unrest

and enviornmental collapse. Your civilization becomes one-sided,

out-of-balance. Think of your civilization as a living thing, standing

astride the world. It's hard to stand for long on a single leg.

Eventually you topple. No matter how difficult it may seem, from turn

to turn, you must attend to both sides of yoru culture, both aspects

of your civilization if you have hopes of it standing tall, and

standing for long periods of time.



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CULTURAL IMPROVEMENTS AND WONDERS



Keep an eye on your cities. Each will, at times, require the

construction of a cultural improvement or Wonder of the World, but

each will also at times offer better conditions for undertaking that

construction.

    Pay close attention to the cost of improvements. Costs go up and

down with the city's fortunes, or, rather, the time required to

complete the construction of an improvement may rise or fall with the

city's economic fortunes. As your treasury grows, there may be times

at which it makes both practical and economic sense to purchase a city

improvement rather than waiting for its turn-by-turn construction.

    Monitor the "happy" window in your city's screen to get a good

index of your citizens' mood. This information can guide you in your

selection of which improvements to purchase. There will be times

during the game when you have little choice but to invest, perhaps

heavily, in "bread and circuses": improvements such as coliseums that

serve to allay public dissatisfaction.

    Choose a good mix of cultural improvements for each city, bearing

in mind that these structures and institutions carry a maintenance

charge each turn. Pick those improvements that will lend the greaest

benefit to the city in question.

    While temples, coliseums, and cathedrals lend immediate benefit to

your population, attending as they do to spiritual and leisyre needs,

don't neglect the more purely intellectual side of your culture.

Libraries and universities do little to enhance the public mood, but

they do exert a great and long-term effect on your civilization's

ability to produce new ideas and achieve Civlization Advances. Pick at

least a few cities and make them seats of great learning, perhaps even

shifting a citizen or two to intellectual work as an "Einstein."

    You should also weigh the advantages of building cultural as well

as political and technological Wonders of the World. In fact,



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of the 21 Wonders of the World in the game, fully a third are purely

cultural in that their nature relates to ideas, art, or religion

rather than industry, economics, or warfare. These Wonders not only

boost your overall civilization score, but also lend strength and

suppleness to the cultural backbone of your civilization.





BUYING AND TRADING CULTURE



Interpenetration, as Barzun pointed out, is not simply the essence of

one culture; it's also the long-term consequence of contact with other

civilizations. In the game of Civilization, those consequences are

made available more quickly. When you acquire a piece of culture from

another civilization, its benefits spread immediately throughout your

own.

    Cultural exchange in its most common form in the game occurs when

you make contact with representatives of other civilizations. You may

be offered the opportunity to exchange knowledge. The other

civilization will inform you of the advance in your possession that

they want, and you will be able to accept or decline the offer. If you

accept, you may choose from their roster of advances. (If you refuse,

you may find yourself at war.)

    Here again, information is paramount. If you have established an

embassy inside the other civilization, you will already have a working

knowledge of which advances that civilization possesses. Stufy their

current request carefully. If they are seeking to obtain one of your

key technologies, one of the advances that has given you the upper

hand in yoru relationship with them, think twice about agreeing to the

exchange.

    On the other hand, it may be that they seek an advance which has

only limited immediate use as a tool of aggression against you, in

which case it may be worthwhile for you to proceed with the exchange.

You may come out with the best end of the deal.

    Perhaps the best situation occurs when a weaker state whose

borders you have carefully proscribed achieves advances that you don't

yet possess. Because the other civilization is substantially and



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probably permanently smaller than yours, you can feel freer about

giving them advanced technologies in exchange for knowledge you do not

yet possess. The advantage here is virtually all yours.

    (This, by the way, is another good argument completely

overwhelming other cultures unless you're going for a quick total

victory. Keep an especially close eye out for enemy cities possessing

lareg intellectual resources such as universities. Their geenration of

knowledge may be faster than yours. If you're stronger, simply

encircle the other city and either exchange knowledge with its leader

if offered or use diplomats to steal the advances as they become

available. Manage this aspect of yoru world right and you can leap up

the cultural scale far more quickly than with your civilization's wise

people serving as your only source of ideas.)

    Some enemies make cultural contact a one-way street, always asking

for advances, never offering any in return. In fact, what's generally

being offered in return is your life, or at least a delay in the

bully-state's warmaking efforts against you, so you may have no choice

but to give away your hard-won advances. (Remember, though, that some

of these recidivist states will seek only war no matter how hopeless

their cause. Make sure the enemy really is overwhelmingly stronger

than you before you accede to their wishes.)

    Finally, you can acquire culture from other civilizations by

capturing their cities. This fact reinforces the need for solid,

constant information-gathering throughout the world. Especially as the

game moves into its final centuries and the race into space is

undertaken, you need to know who else knows what. that way you can

target specific civilizations for attack and the capture or theft of

idead and advances crucial to your victory.



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DOING WITHOUT



Don't.

    It is certainly possible to pursue noncultural (in the higher

sense of the word culture) advances during a session of playing Sid

Meier's Civilization. You could, for example, follow a course leading

from an ancient foundation of metalworking and use of construction

materials through pure building and manufacturing technologies to high

science. You can do without ever building a cathedral or university.

    You cannot, I think, do so as a highly advanced level of

government or with large-scale popular support. Only a despot can

effectively deny his people their religious and aesthetic due, and

despotism is the least efficent means of government in the game.

    Besides, Sid Meier's Civilization is a game with more than a few

messages at its heart. Among them is the important and obvious lesson

that history rests on more than the drama of military conquest and

brute industrial force. these may be the items that make the most

commanding entertainments and diversions, but the history of ideas is

even more vital, even more entertaining if you take the trouble to

look, even more rewarding if you're playing the game in pursuit of a

high score rather than a high kill ration.

    Invest in your culture, nurture your citizens' souls. You'll be

glad you did.



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CHAPTER 8

---------

QUESTIONS OF BALANCE: COMMERCE AND GOVERNMENT



In a sense, every aspect of the games rests upon economic and

governmental principles. Your productivity, whether for overtly

militaristic or altruistically domestic ends, is determined by the

economic structure and capacity of your civilization. The amount of

income you devote to scientific research, governmental revenue in the

form of taxation, and luxury income distributed to your people affects

the speed with which your civilization develops or declines.

    The nature of your government plays a huge part in determining the

level of popular support you enjoy, the degree to which your people

support your policies and are willing to produce the goods and

institutions necessary to see your policies through.

    The two go hand in hand, although economic decisions must be made

virtually every turn, whereas alterations in your form of government

occur much more rarely. Governmental decisions, if 



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you will, are macro-decisions, large moves affecting the big picture.

Your economic decisions and manipulations represent the

"micro-management" aspects of the game, lots of small questions that

must be answered, closeup details to which you must attend, careful

adjustments that must be made with some constancy and consistency.





TO MARKET, TO MARKET



At the heart of each of the economic operations contained within Sid

Meier's Civilization is the idea of currency and the locales in which

it is used: the marketplace and, later, the bank.

    The marketplace is among the earliest of the city improvements

directly related to your economy, and should be introduced into each

of your cities as early as possible. Doing so boosts both tax and

luxury revenue by half, and can go a long way toward putting a city on

sound economic footing.

    The introduction of a marketplace may also introduce you to the

challenges of maintaining a strong city economy. If, as is sound

strategic policy, you build a marketplace only after your granary and

barracks improvements, you will begin to encounter the speed with

which the cost of maintaining city structures accrues. The barracks

and granary cost one monetary unit per turn to maintain, as does the

marketplace. (Subsequent barracks improvements, required as military

technology climbs the civilization advance ladder, cost two units per

turn for maintenance.)

    While the marketplace increases your income levels, it also

increases your levels of expenditures. Add a temple to increase the

domestic tranquility, and you've added another unit per turn in cost.

Dispatch certain units to remote locations and, again, you incur costs

that must be paid each turn. Your overhead can quickly reach five or

six units per turn, or higher.

    This may not seem like a lot of money, yet. Because you are

introducing the marketplace early in the game, you'll want to be



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certain that the city can afford its maintenance. It may be wiser,

upon consideration of the city's productive capacity, to invest first

in an additional settler unit to further increase the exploitation and

productive capacity of local resources, only then adding the

marketplace and other improvements. Careful examination of each city's

surronding terrain, as well as its income levels and resources, will

help you make the right decisions, and time those decisions properly,

ona city-by-city basis.





MANAGING THE LABOR FORCE



Sid Meier's Civilization automatically assigns your citizens to tasks

in the countryside surronding each city. Some are farmers, others work

at mines, some tend to industrial production. The default assignments

are generally sufficent to see to teh city's needs, but may not be the

most productive arrangement of your labor force. Additionally, there

may be times when you need to boost productivity and income for a turn

or two, and are willing to do so as the expense of, for example, food

production.



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    At such times you can take a direct hand in the job assignments of

your laborers, choosing exactly which terrain squares are under

development and production, and which are not. As you move your force

around, keep a close eye on income levels as well as food production.

    Food production is especially important, and especially

vulnerable. The presence of a granary makes it possible for you to

build up a surplus of foodstores with which to feed your population.

The surplus in turn enables you to feed your citizens from the granary

rather than the fields, should you wish to shift the balance of

production to your mines, say, for a turn or two, in oredr to increase

cash revenues needed to complete construction of an improvement,

Wonder of the World, or military unit.

    This is a very risky approach! Your granary's resources can be

depleted more quickly than you might expect, particularly by the

population of a vibrant and growing city. For all that the increase in

revenue from mineral resources may help you temporarily, that help may

be more than mitigated, though, if you deplete your granary reserves

and subject your population to the devastation of a famine. Not only

do you lose population, which must be slowly rebuilt, you also risk

losing the confidence of your people (rightly so!) and throwing the

city into disorder. Drain your food reserves at your own peril.





TAXMAN



In addition to shifting workers among the city's customary productive

tasks, you can also remove workers from traditional productive

pursuits altogether, creating specialist citizens who apply their

energies to specific and, at times, vital tasks within the city's

economy.

    Natable among these is the tax collector. This bureaucrat sees to

it that a higher percentage of your trade income is collected in the

form of taxation revenues. These monies are required to pay



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the maintenance costs of your improvements, as well as accruing toward

the purchase of new improvements, Wonders of the World, and additional

units.

    You can adjust the balance of revenues for your entire

civilization, increasing or decreasing the amount of revenue applied

to taxes and scientific research. Experimentation with these

adjustments, tempered by careful monitoring of your population's

attitudes toward the tax rates, will help you find those rates most

effective for your goals.

    But you can also boost the tax revenues from particular cities by

taking a square out of production and assigning its citizens to tax

collection. Doing so has the benefit of boosting the amount of money

at your disposal for construction projects, but carries the drawback

of loss of production from the terrain square in question. As we saw

above, that loss of production, if the sqaure was a food-producing

one, can result in dire consequences for your citues.

    In Civilization, as in the real world, nobody really likes the

taxman - but you may find that he is just as necessary.



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LET ME ENTERTAIN YOU



Luxuries leaven the world's weight for your citizens, making them more

willing to put up with the travails of life in your civilization.

Luxury income is created by trade or by creating specialist citizens

whose job it is to entertain your people. The symbol for these

entertainment specialists bears a certain resembalance to a famous

entertainer, believed to have died years ago, but actually living in

secret in a variety of places throughout our world or on other

planets.

    Seriously, entertainment specialists can provide a quick fix for

certain domestic problems. Luxury income and entertainers offset the

presence of unhappy and discontent citizens in your cities. the most

effective way to overcome the malcontents is by maintaining a solid

level of luxury income, by building and maintaining temples,

cathedrals, and structures such as the coliseum. and by establishing a

benevolent representative government.

    You may not, however, have the time or resources to attend to all

of those undertakings. You can remove, in such cases, squares from

devlopment, converting its workers into entertainment specialists

whose presence decreases the amount of discontent in the city.

    This should be done only when a city is in disarray, its citizens

unhappy. At such times the city ceases to be a productive institution,

and a quick fix is called for. Entertainment specialists serve the

function of "bread and circuses," distracting the citizens from the

city's more deeply rooted problems.

    You must attend to those problems immediately and lay a long-term

foundation for that city's domestic tranquility. Elvis, as it were,

can only do so much - better to move military units, if your

government is of the totalitarian flavor, into the city and impose

"contentment" though martial law, than to lose for too many turns the

productive capacity of the city in order to sustain artificial levels

of luxury through entertainment.



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BRAIN POWER



The thirs - and, in some ways, most effective - specialist citizen at

your disposal is the scientist. Creating a scientist is accomplished

by removing a square from production, but in this case you may want to

consider the specialist a permanent citizen of some cities, rather

than a quick or remporary fix for short-term problems.

    The reason for this is the special contribution the scientist

makes o your civilization. His presence boosts the level of scientific

research produced by his city, making a direct contribution to yoru

civilization's pursuit of advances and the rapidity with which those

advances are achieved.

    Scientists are most effective when introduced into cities already

possessing large intellectual resources such as libraries and

universities. Because Sid Meier's Civilization is a race for advances,

the contributions of scientific specialists can play a large part in

whether you win the race or fall behind.

    As with any specialist citizen, though, you must be certain that

the city in which the specialist lives can endure the loss of

production from the square converted to special purposes.



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TRADE!



The caravan is among my favorite units in Civilization. Its symbol,

the trader mounted on camelback, is inescapably romantic, implying

difficult journeys to distant cities in hopes of delivering valuable -

and profitable - cargo.

    There's a pragmatic aspect to the romance. It is through trade

with foreign powers that you achieve greatest income. Properly

established and managed trade routes can become virtual rivers of

currency flowing to your cities, providing the financial basis for

great programs of expansion and devlopment.

    There's a dangerous side to trade as well. Your caravans are all

but unprotected, easily destroyed by enemy military units or

barbarians. During times of war, caravans are easy targets for even

the weakest enemy units, yet during wartime your caravans are even

more vital to your civilization. You need the initial cash hit the

establishment of a new trade route supplies, and you will also

appreciate the revenue that route generates each turn.

    Because each city can support only three trade routes, it's wise

to spend some time gathering information about those cities which will

make the most profitable trading partners. It's a given that your

trade routes will be more successful if they lead to foreign cities,

and even more successful if those cities are located on other

continents or islands.

    Even then, there are further steps you can take to enhance the

value of your trading routes. Send explorers into the dark hearts of

other continents, in search of the largest cities you can find. the

larger the city - the higher the number displayed on its square - the

higher your initial burst of income and the revenues earned during

subsequent turns.

    The exploration process and the challenge of getting your caravans

to less accessible but larger cities takes time, but it's worth it.

Sid Meier's Civilization automatically selects the three highest

valued of your trade routes, so there's no chance of your



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supplanting a higher-valued one with a lower. But there is a question

of time involved in establishing more than three routes in order to

get those three worthwhile ones. Again, information is everything.

Take the trouble to do your homework, then try to build no more routes

than are absoltely necessary in order to get three of high value.

    You will be tempted as well to use caravans to help build Wonders

of the World. This is worthwhile, as a rule, only if you can build the

caravans quickly in cities that are well furnished with improvements,

which already enjoy successful trading relationships with three

foreign cities, and whose citizens are productive and happy.

Otherwise, the effort invested in producing a caravan unit and moving

it to the city building the Wonder might best be applied to seeking

out more profitable trade destinations overseas. The cash bonus earned

for establishing such a route immediately adds to your treasury,

making it easier for you to hasten completion of the Wonder by buying

it. Caravan contributions to Wonder of the World construction tend to

be minor, although if you can produce a large volume of caravans and

move them constantly to the Wonder site, the situation is improved

somewhat.





TRADERS FROM BEYOND



This is one of the trickiest aspects of Sid Meier's Civilization, and

one aspect over which you have little or no control. Traders from

other civilizations, you see, are invisible within the context of the

game. You don't see them, cannot interdict their progress, nor control

their access to yoru cities.

    Yet they are there. You must live with their presence, and do what

you can to mitigate their effect.

    How do you combat and unseen army?

    One thing you can do is use diplomats to investigate enemy citie

sin search of those that are producing caravan units. When you find

them, use additional diplomats to sabotage production or



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dispatch a military force to conquer the city. This is

time-consuming - it may take far longer to produce and move into place

a diplomat that for the enemy to produce and dispatch its caravans -

but it's about the only way to interdict enemy caravans on land.

    Naturally you should seek to sink any enemy ships you encounter:

It might be carrying caravans to your shores. Waging war against enemy

shipping has a direct economic, as well as military, effect on the

enemy civilization.

    (Enemy caravans are, by the way, another good argument for

establishing a city on enemy territory as quickly as you can. By

shoring up the city with military units brought from your homeland,

you can apply the city's production to diplomat units almost from the

start, using those units to target and interrupt the production of

enemy caravans.)





INDUSTRIAL POLICIES



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The suesrt - although not necessarily the easiest - way to increase

your cities' production of income is by building a vast industrial

infrastructure. Mines, transportation systems, factories, and

manufacturing plants all contribute to economic growth, giving you the

resources you need to pay for your civilization's goals and ambitions.

    There are tradeoffs, to be sure, and as your civilization grows

more advanced, the tradeoffs grow larger, with consequences that can

be devastating.

    The largest of these tradeoffs is the impact of your civilization

on the enviornment. As your civilization reaches the stage of

large-scale industry, pollution becomes a factor with which you must

contend. Not only does pollution increase levels of discontent with

your cities, it also lessens your overall civilization score. Worse,

if pollution gets too far out of control, you can place your entire

infrastructure at risk. Global warming exerts a dramatic and

devastating effect on the planet in this game - as it seems to be on

our own real world - and its effects are not easily undone.

    There are several steps you can take to minimize the impact of

your industries on your planet.

    First, seek to invest in and construct enviornmentally benign

technologies. Hydroelectric power if key among these. Power your

civilization with water, rather than burn fossil fuels or split atoms,

and you run less risk of polluting the world.

    Try to develop and institute other benign technologies such as

mass transit and recycling. These reduce the chances of pollution, but

can be quite expensive to maintain.

    Finally, keep plenty of settler units on hand to clean up

pollution squares as they appear. It's easier - and far better for

your civilization's health - to pursue industrial policies that avoid

pollution in the first place, but if you can't do that, you should be

prepared to deal with the consequences of your industrial profligacy

as quickly as possible.



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THE ECONOMICS OF WAR



One fights when one has to in this game, or one fights because one

seeks global domination. Either way, the wise leader leaunches a war

only when she or he possesses a treasury well-prepared to bear the

costs of waging it.

    Everything in Sid Meier's Civilization has a price, and the price

of war is among the steepest. Few other situations in the game offer

you the opportunity to lose so many costlt units so quickly. (The

explosive decompression of your economy, as we'll see below, is about

the only similar opportunity to lose a lot of units quickly - and even

then, the situation tends to stabilize, giving you a chance to get

your income back on track. Economic crises are at least potentially

under your control. In a war, the other guy can come after you and

keep on destroying your units.)

    Because of this, you should never initiate a war unless you're

prepared to see it through, and a good part of that preparation must

of necessity be economic. Make sure your trade routes are in good

oredr, and don't be too quick to undretake campaigns against cities

with which you enjoy a healthy commercial relationship.

    Watch your treasury especially closely, indexing it to the cost of

military units in the cities you'll be depending on for the production

of reinforcements. If your treasury declines too far, you might

consider seeking to make peace, at least temporarily, giving you time

to shore up the economic foundations of your civilization.

    Above all, be certain that the cost of war does not affect the

cost of maintaining your cities' improvements. Pay as you go is the

rule for city maintainances, and no military campaign is worth the

collapse of slowly and carefully built cities. Be sure you can cover

your costs at home before undertaking adventures elsewhere.



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ECONOMIC WARFARE



You can wage economic warfare on your opponents as well as overt

military campaigns. There are several ways to do this.

    As we've seen above, your diplomat units can be especially

effective economic tools, sabotaging production inside enemy cities.

Gather information on those cities first and use the diplomats to

sabotage targets such as caravans, marketplace construction, and so

on, as well as to interrupt the production of military units.

    Effective blockades also serve military ends, both by interrupting

the movement of enemy caravans, as well as by sinking costly ships and

their cargoes.

    Still another form of economic warfare occurs on enemy territory.

You can use units to pillage the enemy landscape, destroying terrain

improvements. Pillaging can be especially effective during sieges.

Destroy a city's ability to feed its people and that city will soon

fall to your forces.

    There is an important economic consequence to consider here,

however. Because you are seeking to capture enemy cities ad put the

productive capacity of those cities to work for your own ends, you

should not be too quick to wipe out all of the terrain improvements.

You will only have to rebuild them once you take possession of the

city in question. Give careful thought to pillaging before you lay too

much waste to lands that are going to fall under your dominion.

    Finally, there is a hidden economic strategy that, while you can't

plan it, can nonetheless be quite effective. That's the acquisition of

an enemy city by siege, rather than conquest. Encircle an enemy city

and cut it off from its civilization. Then wait. Occasionally the

city's residents will express admiration for you and your

civilization, defecting to your cause, to your benefit and the enemy's

economic loss.



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RECESSION ... OR WORSE



Everything ssem to be running smoothly. Your civilization is

prosperous and expansive. Your military campaigns are going well.

Global conquest is, if not within your grasp, at least within sight.

    Suddenly, though, you begin to have economic problems. The

production of military units slows down. Citie sbegin to fall into

disorder. Your treasury, rather than growing, begins to shrink.

    There's a recession on.

    What's causing it? It could be several things. The wars you're

waging require that you send a lot of units to remote locations. This

costs money each turn. Check to see if any of those units can be

reassigned to newly captured cities, relieving some of the maintenance

burden on cities in your homeland. Disband any remote units no longer

necessary to your campaign.

    Additionally, some of your larger cities may by now have quite a

maintenance tab each turn. Examine the city map to see if income

production can be boosted through rearrangement of the labor force.

    Recession is one of those times when you should consider

introducing a taxman into critical cities, but only after ensuring

that his creation waon't result in loss of foodstores necessary for

your population.

    If enough cities fall into diarray, you could be risking your

far-flung forces: If the cities can't support them, they'll be 

disbanded. Introduce entertainer specialists into cities experiencing

civil disorder.

    If necessary, consider selling off some city improvements in order

to boost your treasury. Try to restrict those sales to items whose

usefulness will soon be superseded: Sell factories, for example, if

your civilization is about to develop the capability of building

manufacturing plants.

    All of your temporary fixes - specialists, sell-offs of

improvements - must be supported by longer-range economic planning.



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Perhaps you should consider reverting to a more primitive form of

government, one whose authoritarianism imposes more rigor and less freedom

on the citizens, making them less vocal in their discontent.

(Less-advanced governments, though, also result in less-productive

cities.)

    You might wish to adjust the overall balance of your tax structure,

perhaps decreasing the amount devoted to scientific research and boosting

the amount flowing into the general revenue. This approach will slow down

the pace of civilization advances, and may cripple your progress in

relation to that of other civilizations.

    One of the best approaches is to review all of your trade routes. Have

new, larger foreign cities been discovered since the routes were

established? Are all of your routes generating as much income as possible?

It might be that you should shift production to caravans for a time,

seeking through trade to heal your ailing economy.

    Finally, review the locations of your strongest military forces. If

they are in position, you can mount full-scale rapid campaigns of conquest

against the largest enemy cities, hoping to gut their treasuries through

takeovers, boosting your own with the booty you seize.

    Remember, though, each city you capture adds its own demands to your

economy, as well as makes its own contributions.





LEADERSHIP: QUESTIONS OF GOVERNMENT



Which brings us to the central question in Sid Meier's Civilization:

government itself.

    The nature of your government is one of the larger questions in Sid

Meier's Civilization, yet will be treated only briefly here. Government,

like riding a bicycle, can be learned only by experience, not example. You

will derive that experience only by plaing the game.



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    At first you'll stick to the simplest type of government to run:

despotism. As a despot you impose your wishes on your population, and they

follow your lead - not blindly, and not without some resistance, but they

do follow.

    Despots, however, rarely rack up large scores. Additionally,

production under despots is limited; cities don't grow as fast or as large

as they can under more advanced forms of government. Despotism is the

default form of government, but one you must outgrow if your civilization

is to thrive.

    Monarchies and communist dictatorships offer certain advantages while

maintaining certain kinships to despotism. Your people are a mite freer,

although you can still impose your will on them. Production is boosted

slightly and, under communism, corruption is reduced.

    The most free of all the forms of government also impose the greatest

disciplines upon you as the leader of civilization: These are the republic

and the Democracy.

    Representative government offers you the best chance of earning a high

civilization score for quality of life among your citizens, but also give

you the least chance of achieving victory



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through conquest of the world. Under a Republic, for example, your

citizens accept foreign peace treaties no matter how militaristic you

might feel. Under Democracy, your people get very unhappy very quickly

when military units leave their home cities.

    You should, them, have your domestic houses in order before

undertaking to rule a republic or a democracy. Bring home your

military units. Give up your dreams of world conquest. Satisfy

yourself with ruling for your people's needs rather than your own

desires.

    Or go back to being a tyrant. It's simpler, but ultimately less

rewarding.





THE NUCLEAR DILEMMA



Finally we come to the largest of questions faced by our modern

governments, and one of the largest you'll face while playing Sid

Meier's Civilization: the challenge of managing nuclear weapons.

    Few moments during the playing of the game can be quite as

startling as your first encounter with a nuclear power. "Our words are

backed by Nuclear Weapons!" is a message that must be carefully and

warily heeded. Nuclear powers can unleash weapons of horrifying

destructive capacity, wiping out cities and distributing the vilest of

pollutants across the landscape.

    You should be aware that it's fairly rare for an enemy to launch a

nuclear attack against you. It does happen, atomic fire raining down

with terrifying effects, but it does not happen often.

    The temptation may be different for you, especially if the tide of

war is not going well. Nuclear weapons can shift that tide, and shift

it over long distances: Their range is the longest of any military

unit in the game. Their effects are likewise unequalled.

    Those effects transcend the strategic and tactical. Use of nuclear

weapons hastens the world toward global warming and polar melting,

cauding the spread of pollution at a rate far beyond that of

industrial effluent. If you use nuclear weapons you should have plenty

of settler units in readiness to clean up the mess.



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    You may not be able to clean up the mess their use causes your

score. Nuclear weapons use, and the pollution it spreads, exerts only

a negative influence on yoru score, subtracting points from those

you've achieved.

    When you think about it, that's hardly enough punishment for what

nuclear weapons use represents. In the game, as in our world, nuclear

warheads are best employed as deterrents, never as tools.



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CHAPTER NINE

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

A WORLD AT WAR





Earlier we looked at the fundamentals of warmaking in Sid Meier's

Civilization. We focused on ancient wars, those early conflgrations of

expansion and consolidation. Here, we look at larger wars, global

conflicts in which you will be fighting on several fronts across the

entire surface of the planet.

    You will want, at least once in awhile, to take a global-conquest

approach to the game. One way, although not necessarily the best or

most efficent way, to win Sid Meier's Civilization is by conquering

the entire planet. While the game's manual implies that world conquest

is the ultimate goal of Civilization, and the scorekeeping process

reflects this, I think that the game's dynamics really imply other

goals - world peace, care of the enviornment, economic growth, civil

liberties - as more desirable. World conquest, though, does provide a

large scoring bonus when it's accomplished, so it is, indeed, an

approach you'll want to try.

    And that, like so much else in this rich and complex game, is

easier said than done.



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MAKE YOUR DECISION



It's one thing to decide to play Sid Meier's Civilization as a game of

global conquest. It's quite another to conquer the entire world. To do

so, you need to decide early on that world conquest is your single

goal. That decided, every turn must include decisions and actions

aimed at making your plan a reality.

    You'll need a continental base from the very beginning. While you

can win the game if you start on an island, it's very difficult to

conquer the world from an island home. As a rule, when your initial

position is an island, you have that island to yourself, and must

develop seafaring capability before encountering other civilizations.

That takes time, during which other civilizations based on continents

can more rapidly and thoroughly expand their own holdings to the point

at which, when you finally make contact with them, they may be a good

bit larger than you. If you find yourself on an island during the

first turn, you should consider either altering your world-conquering

dreams, or starting the game again in hopes of getting a better

opening position.

    If you are on a continent, world conquest is a likelier option.

Even so, it will take a steady hand and a good bit of nerve, and you

must exercise those qualities from your very first turn.

    The steady hand applies to managing your cities and your initial

expansion. That expansion must come rapidly. You will need plenty of

resources and reinforcements in order to achieve global domination.

That means violating some of the principles established earlier in the

book.

    You probably should not wait, for example, until you have a couple

of defensive units in your first city before beginning serious

exploration of your world. Build and fortify a single militia,

following it with two more militia units who will be immediately

dispatched to map the world. These units will reveal whether or not

your location is an island or a continent.



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    As soon as your second explorer is dispatched, begin building your

next band of settlers. If you can hasten their construction with

money, do so. You have to quickly get another band of settlers into

the game in order to devlop a couple of resource squares proximate to

your capitol so as to boost its production. Don't spend your time

developing every square; That can wait. As soon as two resource

squares are developed, move the settler unit to the site you've

already selected for your second city. Create that city and repeat the

process, building another group of settlers as rapidly as you are

able. You should have three functioning cities by the end of the first

millennium or so of game time.

    Once your capitol has created its first band of settlers, spend a

few turns or security. Now's the time to build additional defensive

units, as well as the all-important barracks improvement. Because your

first city can produce units faster, use it and its barracks to

generate the defensive units for your second and subsequent cities,

moving them to their new homes and reassigning them there immediately

upon arrival. This approach frees the productive time and energies of

new cities for the generation of settlers, barracks, and other

improvements that will serve your goals of conquest.

    Get some cities built as close to the potential battlefronts as

possible. You'll appreciate the increased access to the war that these

cities offer. Because they are close to the front, you should invest a

bit more heavily in their security during the first few turns after

their creation. After all, the enemy may launch a surprise attack,

violating the treaty before you have a chance to. Should that happen,

you want to be able to stave off his conquest of your civilization.

    (Cities close to the front can also serve important functions at

later stages of the game. These are the cities where you can base

aircraft and other units that have to be returned to a friendly city

as the end of their turns. As you develop airborn warfare

capabilities, be sure you have in position sufficent cities at

appropriate



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loactions and distances to allow your safe landing when bombing and

strafing missions are ended.)

    Use cities close to the front for production of units with more

limited movement capacity. Diplomats, for example, can move quite a

few units each turn depending upon terrain and other conditions, and

so can be produced fartger behind the lines. Catapults and legions, on

the other hand, are quite limited in their ability to move. By

producing them at the front of near it, you can shear off several

turns' time in getting them into battle. Those turns may prove

decisive.

    Finally, well-protected cities near the front can serve as staging

areas where your forces can be concentrated as they mass for outright

assault against enemy lines. Since you've made the decision to conquer

the world, you must supprt that decision with forward bases from which

your troops will attack.

    Be careful, though, about reassigning too many units to new

cities. The troops must be supported each turn, and it may be that

their city of creation - or another, better-established city farther

behind the lines - can better support them long-distance than can a

new city nearby.





SECURITY BEGINS AT...



You have established three or four cities and made contact with the

two civilization that share your continental landmass. Treaties are

in force with both civilizations, and embassies have been established.

Now is the time to begin your buildup for wars of conquest.

    The first step toward global conquest is to ensure your security

at home. You will not be investing as much time or money in the

process as in a game where you are playing for the highest score, or

to be the first to reach the stars, but there are nonetheless some

defensive matters to which you simply must attend. If nothing else,

bear in mind that the tide of war can flow both ways: Your grand

campaign may turn into a rout.



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    Upgrade the defensive units in each of your cities, using the new

production as an opportunity to move more primitive units to the

front. Place those units on fortification duty along your borders with

other civilizations, sealing off any holes through which enemy forces,

diplomats, or settlers might slip.

    You should consider investing in defensive improvements in your

home cities, building city walls if possible. Because of the time

involved in building these, though, your best bet is to buy them - if

you can afford the price.

    Just as important - and perhaps more important over the long

run - are domestic and economic improvements aimed at boosting your

people's productivity and, not incidentally, their levels of

contentment and satisfaction. War is expensive, and your people have

to pay its price - give them the tools to do so.

    That means, at the very least, building a granary and a

marketplace in every city you control. If you have the time and can

afford it, a temple will further enhance your control over your

population.

    Above all, build more settlers. Develop the resources surronding

each of your cities, boosting income and building the financial

warchest you'll need once the campaign begins in earnest. Now, too, is

the time to apply the energies of a band of settlers or two to

building roads between your cities, and, even more importantly,

building roads to the fronts where your campaigns will be wages. When

the war does begin, the presence of roads over which you can quickly

move fresh troops may prove to be the deciding factor in your victory.

    The existance of additional settler units will also allow you

quickly to create additional cities as prime locations become

available or as settlers complete the development of terrain around

existing cities. Be bold when expanding your civilization's number of

cities. As you can see by reviewing games that you have lost, those

civilization that most quickly conquer the world are those that most

quickly establish and grow the largest number of cities a continent or

island can support.



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    When thinking of the security of your home as you embark on your

campaign of continental and then global conquest, don't neglect

offshore questions. Because you are going to concentrate first on your

home landmass, you may defer for a time the development of seafaring

capability. You won't need ships right away.

    Except: Civilizations located elsewhere are probably not deferring

their own development of triremes and more advanced shipping

capability. This could come back to haunt you, should they achieve

dramatic or overwhelming control of the seas.

    To avoid this development, there are a few steps you should

consider. During your initial exploration of your coastline you may

have discovered nearby landmasses seperated from you by a single

square. As we discussed ealier, post a primitive unit - militia will

do just fine - on sentry of fortification duty at these spots.

Guarding the narrows between landmasses serves to give warning of

adversaries who approach by sea along these routes.

    Should these offshore civilizations land troops on your continent,

your picket may be able to establish a treaty with their

representatives. Your task then becomes freeing up sufficent units to

contain the newly landed units and keeping the enemy from establishing

too strong a presence on your continent.

    The northernmost and southernmost points under control should also

be garrisoned with a picket, as should any peninsulas jutting far out

into the sea. Protect yourself against unexpected enemy landfalls.

    As you develop seafaring capabilities of your own, use them to

post sentry ships at strategic points. As discussed in an earlier

chapter, this approach can help ensure the security of your homeland,

leaving you free to concentrate on its conquest before you begin an

amphibious expansion.

    When you're going for world domination, your sentry ships serve an

even greater strategic purposes. You are out to contain the enemy,

cripple her or his shipping, preventing any expansion of other

civilization. If you have the money and resources, move your

checkpoint closer and closer to enemy territory.



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    Ultimately, if you manage your resources wisely ans enjoy a little

luck, you'll be able to contain the enemy at his homeland, blockading

his ports and keeping him sealed up until you can land forces of your

own on his territory.





KEEP YOUR OPTIONS OPEN



An important key to the conquest of your home continent, from which

will flow your forces for conquering the world, is your initial

exploration of the landmass. Explorers are more important than ever

when you take a conquer's approach to the game. You must use them

wisely, risking them only if you can't avoid it.

    Serendipity squares, for example, should be approached more

cautiously, especially at the game's higher-difficulty levels. While

their ebenfits can be great - particularly if you uncover scrolls of

wisdom that provide a civilization advance, or advanced tribes who

give the immediate possession of a new city - so can the risks.

Barbarians lurking beneath srendipity squares can easily eliminate one

of your precious explorers. You can't afford to lose a unit to

"serendipity."



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    Worse than that, you may be risking a city: Remember that in oredr

to explore your continent and quickly establish new cities, you are

running with lower-than-usual defensive levels during the first few

centuries of game time. Barbarians from beneath a serendipity square

may make their way to your vulnerable capitol. Locate the serendipity

squares on your landmass, but consider leaving them undisturbed until

you can approach them with the luxury of more powerful, veteran units

better able to deal with barbarians should they appear.

    The same sort of caution should apply when you first make contact

with another civilization. Your goal during your first millennium is

to locate other civilizations, contain them if possible but also to

avoid conflict until you unquestionably have the upper hand. (Or at

least a solidly justifiable "fighting chance" of total victory.) The

militia units you dispatch on exploration missions during your first

few turns are hardly well-equipped to fight a war. They can, however,

strike treaties and contain enemy forces.

    When your militia first encounters another civilization, take

advantage of the opportunity to talk to that civiliztion's leader. If

a treaty is offered, accept it. Study the terrain to see if you can

position your militia in such a way as to contain the other

civilization's expansion, preserving as much of your own territory as

you can.

    Treaties work both ways, and can be violated by either side. This

is an important point, bearing directly on the options as your

disposal. It is not unusual to find youself the target of a sneak

attack by a civilization with which you have enjoyed a longstanding

treaty. When this happens you have a couple of options.

    You can respond with overwhelming force, letting the enemey in

effect choose the point at which your war of conquest begins. If you

possess the force necessary to achieve conquest, this is not a bad

response. Remember that they key to worl conquest is speed -



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the earlier you eliminate all other civilizations, the higher your

score.

    If you're weaker than the enemy, though, you have some things to

consider. Suppose, completely out of the blue, your picket is

destroyed by a military unit of an order far in advance of your own

technology. Its unlikely that you'll be able to defeat such forces.

You may choose, the, to seek another treaty during whose tenure you

can endeavor to catch up with the enemy's technology.

    You may also decide that world conquest is not a likely

opportunity during this particular game. While that's a painful

decision, it's also a pragmatic one, and is a decision you should keep

available at all times. Knowing when to back off is an important key to

winning the game. As the leader of your civilization, your job is to

be wise as well as aggressive.





CHOOSE YOUR ENEMIES



During the game's first few millennia you may not wish to fight on

more than one front at once. Deal with one of the civilizations

sharing your landmass before launching a war against the other.

    How do you know which one to attack first? Your diplomats can be

of great help in answering that question.

    Study the nature of the civilizations bordering yours. Some may be

quite small: easy targets, as it were. Others may be far more

powerful, potential world conquerors themselves, with cities protected

by strong walls and large numbers of pickets posted along the same

borders you're guarding.

    The temptation is to go for the easy target, putting off the

larger enemy until later. This is, more often than not, a mistake. The

weaker nation, particularly if it's well contained and has few

opportunities for expansion, is unlikely ever to pose a large threat

to your civilization and may, indeed, become a valuable source of



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technology you can steal. Its cities may also serve as trading-route

destinations for your caravans.

    The stronger neighbor, though, is already a de facto threat to

your civilization, and each turn you allow it to grow places you at

greater and greater risk. Deal with strong neighbors as quickly as you

can, and your plans for ruling the world will be that much closer to

realization.





YOUR FIRST CAMPAIGN



You feel confident that your heartland is well guarded, with pickets

posted at outlying areas. You've built roads to the two fronts where

other civilizations share your continents. One of those civilizations

has only two cities, with limited and primitive military resources.

the other civilization has five cities and a large army roughly equal

to your own; your technology levels are likewise similar. That

civilization is your target. It's time to begin your first campaign.



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

                        THE LESSONS OF HISTORY

     Many have tried, none has succeeded. The siren song of world

     conquest has called to Alexander, Caesar, Napoleon, and

     Hitler, yet each was stopped short of his goal.

         A few centuries into your plan of conquest you will

     probably understand, more clearly then ever, why: World

     conquest is a logistical nightmare, an economic morass, and

     a cause best supported - if that's the word - by citizens

     under the thumb of a despot. If you can manage to wage a

     strong, democratic government, you might consider making a

     stab at the project in the real world.

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



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    The first step is building your army of conquest. Naturally this

should consist of your strongest offensive units, but should not be

composed solely of those units, at least during the early millennia of

game time. The strongest units available to you may have limitations

on their movement capacity, a vulnerability that can come back to

haunt you in the most painful of ways.

    Consider the catapult, for example. Undoubtedly it possesses great

offensive power, and will be indispensable when attacking fortified

units behind city walls. But its movement across undeveloped territory

is limited to one square per turn, which can leave the unit at great

risk should its single move bring it into contact with a strong

offensive enemy unit.

    Build a group of mobile units and send them into enemy territory

in advance of your big guns. Chariots and cavalry are good units for

this purpose in the early stages of the game, knights during the

midgame, armor and mechanized infantry during the endgame. (Aircraft

are even better during the final stages; with their long range and

mobility they can locate several enemy units per turn, and possibly

destroy large concentrations of units stacked in wait for you. The

devastating startegic and tactical effects aircraft have exerted on

modern warfare are well represented in Sid Meier's Civilization.)

    Your mobile units can clear safe paths for you to move your assault

units into position to lay siege to enemy cities. This type of

"blitzkrieg" attack can prove terrifically effective, especially if

the enemy has made the mistake of stacking units outside the

protection of city walls.



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    Another valuable option is the use of diplomats as your advance

force. They not only enjoy the greater freedom of movement and can

deliver vital information, they can also be used to bribe enemy units

to join your side, assuming your treasury can support this expensive

proposition. Additionally, larger cities in your homeland may be able

to pump out diplomats in quantity over a very few turns, letting you

flood the continent with these flexible units. Don't forget their

ability to sabotage enemy production, softeninf up opposing cities for

the arrival of your assault troops.

    Your diplomats can also help you target the cities you will attack

first. There are a couple of effective approaches to this decision.

Use your diplomats to determine the nature of each city's production.

Your first tragets should be those most capable of producing veteran

military units: cities with barracks improvements in place. Next

should come cities containing Wonders of the World, if any, although,

like seats of learning, you may wish to let these cities stand,

encircled, as sources of information and trade.

    Because you are planning to leave a couple of enemy cities

standing until the very last phase of the game, you should pick those

cities early. Under no circumstances should one of those



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cities be a harbor! Don't leave the enemy a back door through which he

can escape to expand once more. Contain the enemy civilization, use

its remaining cities for your own ends, and destroy or conquer them in

the final stages of the game.





SABOTAGE, ESPIONAGE, AND OTHER DIRTY TRICKS



Even as you strive to secure control of your hom continent, other

civilizations are seeking dominance over their own islands and

continents. You will be approaching these civilizations from sea,

making amphibious assaults against islands and continents that have

had millennia to entrench themselves and prepare their defenses

against your arrival. Your best strategy is to put off total assault

until after you've done as much softening up of their defenses as you

can.

    In fact, even the softening-up activities might be best postponed

for awhile. Your first duty, as a responsible leader of a civilization

in pursuit of world conquest, is to build resources for the assault,

and to gather information about what your forces will face. The

information can be gathered not only by your diplomats, but also by

your caravans.

    The advantage of using caravans to obtain portraits of the

interiors of other civilizations is that they do so while helping to

build your war chest. Seek first to establish treaties with the other

civilization, even though you plan ultimately to obliterate them.

    The treaty serves to guarantee your caravans and diplomats free

passage through enemy territory. You can prowl around all of the other

civilization's cities, in search not only of larger cities which will

deliver higher trade revenues, but also for indications of more

heavily defended cities, concentrations of military units, and so on.

This sort of information will evolve from turn to turn, with mobile

units shifting position, but can nonethelesss give you a more



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through understanding of the degree of opposition your own military

units will face when your invasion gets under way.

    You should also keep an eye out for landing sites and staging

areas for the actual invasion. Try to locate those areas closest to

your immediate military targets, the cities and facilities you will be

going after first. Look for infrastructure items such as roads that

you can use to military advantage.

    An especially effective tactic is to locate and occupy islands off

the coast of the enemy mainland. Cities on these islands can be used

to produce diplomats who can reach the enemy more quickly than those

fom your homeland. The island cities can also serve as safe landing

areas for bombers, fighters, and missles during later stages of the

game.

    Island-hopping, in fact, can be as important to your victory in

Civilization as it was during World War II. Map your world carefully

and puck those targets that best serve your long-term strategic goals.

    Your main focus, obviously, will be enemy-led continents. Once

you've succeeded in mapping the interior of the enemy civilization,

establish trade routes using your caravans, striking the most

lucrative routes with the largest cities first.

    During this phase of the game you'll want to use your diplomats to

gather information about the enemy's cities, their defensive

capabilities and the resources they possess. Investiagt every city you

can, starting with those you'll be attacking first. (These are

probably the ones lacking city walls, and thus more easily captured.)

    Your diplomats should also make an extra effort to obtain a

picture of the enemy's capitol. As you pursue conquest of the world,

ther are special advantages to be obtained by capturing the enemy's

seat of government.



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GO FOR THE CAPITOL



You're making your big move, landing large numbers of military units

and diplomats on foreign shores. The enemy has conquered a continent

of his own, possessing close to a dozen cities. On the other hand,

you've established and maintained a successful blockade of all the

enemy's ports, effectively containing the enemy's expansion plans.

Naval bombardment has weakened coastal cities. Your invasion fleet has

moved safely into position. You land your forces with only minimal

casualties.

    While you feel confident of your military technology and the size

of your forces, you'd feel even better if you had an edge. Capturing

the enemy capitol can give you that edge.

    A couple of things happen when you take an enemy capitol. First,

and perhaps most important, you throw the enemy government into

disarray and civil war, splitting the enemy civilization into two

seperate nations. As a result, you may be able to strike a truly

seperate peace with one of the nations, increasing your ability to

achieve a swift and total victory over the other civilization.

    Capitols can tend to be quite valuable cities, with plenty of

resources and improvements in place, making them valuable additions to

your own civilization's economy.

    A further advatage to the capitol-capture approach comes if the

enemy has developed spaceflight capacity and is building or has

launched a starship. Should that starship reach Alpha Centauri saefly,

the game ends, no matter how close you are to total conquest or how

many civilization points you've added to your score. Capturing the

enemy's capitol forces an immediate recall of the starship.

    You will also have to garrison the newly captured capitol - or any

newly captured city - with sufficent forces to hold it against

recapture attempts that will undoubtedly be mounted. The best approach

here is to move in troops from outside the capitol, reassigning them

to the newly acquired city. Because its capture has



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thrown the capitol and its population into disorder, your first

construction projects should be those aimed at quieting the populace:

Temples, cathedrals, and coliseums are good choices here. Don't forget

to buil barracks and granary facilities if the city lacks these

basics.

    The capitol under control, you can proceed with your plan of

continetal conquest and consolidation, bearing in mind that you don't

have to kill everyone, nor detroy every city - at least not until

you're ready.

    Some enemies are simply intractable. No matter how thoroughly they

are beaten on field of battle, they keep coming back for more, often

making ludicrous demands for tribute when they do. Unless there is an

overwhelming reason not to eliminate these annoyances from the world

completely - a valuable trading city, for example - you should proceed

posthaste with their destruction rather than waste too much time with

them.





MOPPING UP



Having broken the backs of all the other civiliations, and completely

elimnated those that are inarguably warlike, you will approach your

goal of a world completely under your control. It's time to undertake

the final eradication of your enemies.

    Again, you'll want to deal with them in sequence, saving for last

those who serve as your most valued trading partners. Because of the

huge investment in military units sent to remote locations, the

economic demands on your civilization each turn are large, and you

will need to preserve until the very end all the income you can.

Surrond those cities from which you derive trade funds, but have in

position the forces you need to obliterate them when the time comes.

    Otherwise, any enemy city on the planet is fair game. Keep an eye

on your information sources as well as the world map. Be alert for any

unexplored areas of the globe. While you have probably



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explored most of the world, even a small, hidden island can serve as

home to an enemy city or two. Locating that island, after everything

else on the screen has been defeated, can take valuable turns,

lessening your achievement - and your score.

    And when the enemy is completely eliminated and yours is the only

civilization in existance, take time to examine that final score. What

is the percentage of happy or content citizens in your civilization?

How many Wonders did you manage to create? Could your score have been

even higher had you taken a different approach?

    These and other questions are best answered the next time you take

on the challenge of conquering the world. Put your lessons to work and

add new challenges. Try to achieve the goal under more liberal forms

of government. Seek to raise your people's standard of living to the

highest possible level, even as you keep your cities on military

footings. Attempt to boost the aesthetic and spiritual sides of your

civilization without lessoning your warmaking ability.

    It won't be easy - but, then, conquering the world never is.



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CHAPTER 10

----------

A WORLD AT PEACE



It can be argued that the heart of Sid Meier's Civilization lies a

frustrated - and frustrating! - utopia generator. Certainly the best,

or at least the most challenging, way to run up a high score would

seem to be through the creation and maintenance of a high level of

peaceful, wonder-filled, happy, spiritual, wealthy, enviornmentally

benign, spacefaring caiviliation. Is that all?

    The deck, you must understand, is stacked against you, as in any

worthwhile game. One of the arts of strategy game design is, in fact,

precisely that stacking of the deck. You must make a lot of effort on

a lot of levels in oredr to weave your way around the built-in

pitfalls and booby traps designed to challenge you.

    Civlization contains more than its share of pitfalls, but so does

civilized life on this earth. The concept of the tradeoff can be found

close to the center of every advance our species has made, and it's

there in the game as well. What you gain must be weighed against what

you lose as you make progress. In some cases you must be ready to

compromise your most highly held principles, at least for a time, in

order simply to stay in the game.

    But those principles - peace, education, a light hand on the

planet - can be used to achieve great success and even ultimate

victory. Just remember taht it won't be easy.



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THE GENTLE WAY



As when playing a game of conquest, you should make your decision

early, building all subsequent decisions around your choosen goal of

winning the game along peaceful routes. And, also as in

conquest-oriented games, keep your options wide open: Peace may not be

an effective path, as revealed by circumstances that evolve along with

the game. Besides, you may find that you develop a taste for

aggression, however benign your original intent.



    Nor will you be able to avoid war altogether. May of the units in

this game are military in nature for a reason. Aggression is built

into many of your opponents, and is the absolute essence of some of

the civilizations you will encounter. There are leaders in this game

who live to fight, and nothing more. You must be prepared to deal with

them on their terms for, with a very few special excpetions, there's

little way to persuade them to deal on yours.



    That understoof, there are three fundamentals to winning a

"gentle" game of Civlization:

 1. You must be militarily strong, able to wipe out the intransigent,

    and build seperate peaces with the other civilizations on your

    world.

 2. Concentrate on financial institutions. Utopias can't be built,

    but some of their aspects can be bought in this game. You must

    build several financial power-house cities. This lets you build

    the Wonders of the World that are required for you to satisfy

    your people, earn bonus points, and reach the stars before anyone

    else.

 3. Choose freedom. The more democratic your government, the

    harder it is to manage, but the better your final score will be.



    Everything flows from these decisions. The first one, with its

militaristic advice, will lead to a game which, over its first few



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millennia, may play like a world conquest game. You have to seek out

the unbendable aggressors and remove them from the world - or persuade

other civilizations to help you do so.

    Beyond that, you'll be making decisions a little differently than

if you were playing for conquest, and that begins with the choice of

units for exploration.





THE ART OF DIPLOMACY



If pursuing a peaceful world, you might consider using diplomats as

your prime exploration units. There are several advantages to this.

    First, diplomats possess higher levels of mobility than most

units, letting you cover a lot of ground quickly.

    Second, and more important, diplomats give you the flexibility you

need in establishing relations with other civilizations in the game.

Their ability to negotiate, establish embassies, look behind other

cities walls offers you a full palette of possibilities during the

vital early stages of civilization growth.

    Finally, and perhaps most important of all, your diplomats can

wander through enemy civilizations at will, so long as there is a

treaty in force. If you're going to win the world without totally

destroying it, you'd better have a pretty good picture of the forces

you're up against. The diplomats can give you this.

    (Caravans also make good explorers in this sort of game, thanks to

their ability to penetrate enemy boredrs. But caravans movement

allotments are limited, no do they offer the special talents of the

diplomat.)



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SPEAK SOFTLY, BUT CARRY...



Just because you're committed to peaceful expansion and growth does

not mean you can neglect your military development. In fact, those

civilizations best able to grow with a minimum of armed conflict are

alos those best equipped to win battls should they occur.

    To that end, build your barracks as quickly as you would in a game

of military expansion. Create a substantial military force,

concentrating on the strongest offensive units you can produce.

Focusing upon units of great offensive power will in turn greatly

enhance your defensive strength. As you expand the defensive

perimeters of your civilization, your border forces will need teeth to

enforce their will. And their will, quite simply, must be that all

other civilizations shall leave you alone.

    You must look more closely than ever at the impact of terrain on

your boredrs. Perhaps the most effective location for a civilization

seeking to win the game through world peace and intersetllar

colonization is a large island, capable of supporting seven or eight

successful cities. Islands define their own borders quite nicely,

forcing would-be conquerors to approach you from the sea, making the

advantage yours.

    If you are located on a continent, you have a couple of choices.

You can carve out a civilization alongside others sharing the same

landmass. You can wage a temporary, and with luck, brief war of

extermination, conquering the entire landmass for your own. Or you can

emigrate to another, more hospitable location which you can claim for

your civilization alone. Each approach has its advantages; each

carries risks.

    Should you seek to strike treaties with neighboring civilizations,

you must bear in mind that they can turn on you at any time. There is

also the chance that they will leapfrog your own civilization,

advancing beyond you in technology and wealth, either



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conquering you altogether or turning you into a subservient, client

state.

    The path to continental conquest is equally risky. If you can

achieve domination of the continent in a few centuries, you should do

so, but watch the calendar as well. You may find yourself bogged down

in an endless, expensive war that devours time you should be using to

strengthen the foundations of your civilization.

    Emigration carries perhaps the largest or risks, and is likely to

be the most time-consuming of your undertakings. You have not only to

find another landmass, but also to settler and exploit it, all while

other civilizations are growing and expanding on their original turf.

Your best bet, if taking this approach, is to solidify your base on

your homeland, however unpromising it looks over the long term. Then,

dispatch sailing vessels in groups of at least two, carrying at least

two bands of settlers. Settle everything you come to, hoping that one

of your new homes will turn out to be suited to your ambitions. The

important thing is to establish a large number of cities, enabling you

to expand until you find a location that can be more permanenly and

easily protected.





FORTRESS!



The ideal situation, of course, is to be located on a large island

from the beginning of the game. That way you have natural borders,

room to expand, and are better able to pursue an effective

isolationist approach.

    Colonize your island rapidly. Try to have four cities in thriving

existance before the close of the game's second millennium. Ultimately

you should have seven or eight functioning cities on the island, each

reinforcing and supporting the others. Put two of your cities to

producing Wonders of the World, the others to develping a trong

defensive force to be positioned around the island's coastline.



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    You'll need a strong navy as well. Your goal must be to sink as

many enemy craft as possible, eliminating invasion forces before they

can secure a toehold on your land. As you are able to upgrade and

expand your navy, you should do so, broadening the expanse of sea that

is covered, keeping enemy vessels as far away as possible. Aircraft,

especially carrier-based aircraft, are another effective deterrent as

they become available to you.

    You must do everything possible to make your island home an

all-but-invincible fortress. Position defensive forces in such a way

as to make it impossible for an enemy to slip ashore unnoticed.

Upgrade your defenses on a regular basis. Build strong rail lines to

ensure ease of defenses on a regular basis. Build strong rail lines to

ensure ease of movement around your homeland, letting you get troops

to danger spots should they occur. Build city walls for all of your

cities, coastal communities first.

    You must erect economic defenses as well. That means maintaining a

vital and sizable merchant marine to carry your caravans to distant

ports. Because of the ultimate size of your civilization is a bit

limited - you will probably not expand over much beyond the borders of

your island - it's up to your commercial fleet and the caravans it

carries to generate those large sums of money that are essential to

your growth.

    As we'll see in the next section, you may be able to use your

economic success to great benefit in overcoming external threats to

your civilization.





THE PEACEFUL ART OF CONQUEST



Whether you are located on an island or a continent, you must make

provision for dealing with other civilizations and their military

forces. Because you are pursuing a peaceful route to the future, you

need a strategy that minimizes your military risk, while also defusing

some of the military threat you face.

    If you can afford it, the best approach to this question is

bribery, accomplished by your diplomatic corps. use your diplo-



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mats to buy the loyalty of possing forces who pose a threat to you,

especially those units who have moved onto your territory. the

approach is costly, but carries the added benefit of offering you

subversion of the enemy without violating any treaties youmay have in

place.

    On a larger scale - and even more expensive - scale, you can use

your diplomats to incite riots or subvert enemy cities, bringing those

cities and their improvements into your own civilization. Again, while

playing a "peaceful" game, this startegy is most effective whne used

against enemy cities on your own territory, or when looking for a

quick way of acquiring cities that already possess Wonders of the

World, a good way to boost your score during the final few turns of

the game.

    Alliances can also generate paths to "peaceful" conquest,

especially if you strike the right ones. Use your diplomatic corps to

derive pictures of the various civiliations on your world; then target

those who pose the largest threat to your own civilization. Find

another civilization also threatened by your target, and approach its

leader with an offer of join military action. Your own participation

can be cautious: The trick is to get the other guy to do the work.





TO THE STAS!



because you've set yourself the goal of winning the game through

peaceful means, your actual goal is to deliver a cargo of colonists to

Alpha Centauri before the time limit of the game expires. To that end,

your progress and technologies must be guided toward achieveing

spaceflight early, exploiting your production to build and equip a

starship, and launching the starship on a course that lets you reach

the stars ahead of anyone else.

    As usual, information is crucial. You must monitor the progress of

other civilizations, trade or steal advances when neces-



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sary, and be prepared to commit every resource of your civilization to

starship construction when the time comes.

    When is that time? As early as possible. Indeed, the moment you or

another civilization begin building the Apollo Program Wonder, you

should start boosting your treasury so you can build or buy the

various pieces required to create a viable interstellar craft. Chack

the productive capacities of your cities. Some elements of the

starship take far longer to build than others; you may, in fact, want

tobegin building habitation and other modules a few turns before your

Apollo Wonder is completed. This gives you a head start on putting the

elements in orbit once you've achieved spaceflight capability.

    You may find yourself in a true space race. As we'll see below,

there is a military approach to solving this competition, but there's

an economic approach you can take as well. If your civilization is

strong and its boredrs are secure, consider selling off improvements

such as city walls, and using the funds to underwrite a "crash"

program of starship building. By purchasing key elements, you can

complete your starship in record time and launch it before anyone

else.

    If another civilization acquires spaceflight far in advance of

you, you may have to abandon your peaceful principles for a time. If

that other civilization reaches the brink of launching a starship that

will reach Alpha Centauri before you, you might want to make a

military raid on the enemy capitol. Only by capturing the capitol can

you disrupt enemy starship production - or force a recall of the

starship if it has already been launched. be sure you have sufficent

military force to capture the capitol, and be sure you're ready to

defend your own capitol should the situation be reversed.



    You may find yourself in an opposite situation. If your

spaceflight capability is far in advance of any other civilization on

your world, take the time to build a large starship with lots of

colonists. As long as you launch and reach Alpha Centauri before the

time



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limit runs out, anything you can do to increase the number of

colonists you deliver will help you earn a higher score.





CARING FOR YOUR OWN WORLD



For all that your goal is to colonize another world, your score will

be affected by how well you care for your own world. A civilization

with plenty of wonders, happy citizens, a succeddful staship, can

still be undone by pollution, whose presence subtracts from your final

score.

    You will not be able to avoid industrializing your society, nor

should you necessarily try. The presence of factories and

manufacturing plants greatly enhances your economy and also makes

possible the very rapid production of crucial units. Unfortunately,

these improvements also create pollution.

    There are a couple of things you can do. First, as you move more

deeply into the indusrial world, build plenty of settler units to

clean up pollution squares as they occur. Two settler units per

industrialized city is a fairly good ratio, although you may find



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yourself needing more settlers around particularly large cities, or in

the even of nuclear accident or war.

    Invest as well in benign technologies - hydroelectric power,

recyclying centers, and mass transit all repay their investment by

lessening the possibility of pollution.

    Finally, as the game counts down to its conclusion, consider

selling off the most offensive of your pollution agents - again,

factories and manufacturing plants. use the cash you earn to purchase

more benign items aimed at increasing your population's happiness. Aim

for having zero polluted squares by game's end.





RULING



The most important of the aspects of building a peaceful, victorious

civilization, this is also the most subjective, and will be dealt with

most briefly. You'll learn quickly what givernmental organizations and

institutions work best in the context of the game, and also work best

for you.



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    Generally speaking, though, the more free your form of government,

assuming you can keep your citizens happy, the better your

civilization will perform and the higher your final score will be.

    To that end - which is, after all, the real end of the game - invest

your time and energy in providing not only a free system of government

and a strong economy, but also those "extras" that make civilized life

worth living. These include plenty of leisure improvements such as

temples, cathedrals, and coliseums. Invest as well in Wonders such as

Women's Suffrage, the Cure For Cancer, Shakspeare's Theater, and

Bach's Cathedral. Build universities and scatter libraries throughout

your civilization. Make sure your people have plenty to think about as

well as to eat and to spend.

    Healthy, wealthy, and wise - come to think about it, that's not

bad advice for our own, all too real civilization. Maybe our leaders

could benefit from playing a few games of Sid Meier's Civilization.



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175 Tips, Hints, and Tools for Ruling Your Civilization



Sid Meier's Civilization is an electronic treasure chest whose contents

are all but infinitely renewable: Within broad parameters, the game is a

little different every time you play it. As a result, as noted in more

than one place elsewhere in this book, there is no one right way to play

Civilization. Decisions and goals are more contextual here than in most

interactive entertainments. What works during one game may fail abysmally

during another, and vice versa.

    The tips and tricks offered in this appendix are based on hundreds of

hours of playing the game, but also reflect my own prejuidices,

strategies, and interests. These may not correspond with yours, so be

wary. You may find that, in some circumstances, your own goals are best

served by doing the opposite of what I recommend here. More power to you!

    You may also find that some of these nuggets of advice - or some of

your own hard-learned lessons - contradict others. To



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paraphrase Walt Whitman: There's room for contradictions. Civilization

contains multitudes.

    On, then, to a catalog of tools for winning Sid Meier's Civilization.





YOUR FIRST MILLENNIUM



 1. Put down roots quickly. Your first city doesn't have to have the

    world's greatest location: Better to get it up and running, pumping

    out new units and improvements, than to lose valuable time.

 2. Pursue writing before other cultural advances. No matter where you

    start - island or continent - the development of writing lays the

    groundwork for enhancing and expanding an exuberant intellectual

    culture composed of libraries, universities, and intellectual Wonders

    of the World which will serve your long-term goals on more levels than

    any other development in the game.

 3. Decide as quikly as you can what type of game you are going to play.

    If you are going to pursue world conquest, for example, you should

    begin building your armies and assembling your resources before the

    first millennium ends. If you're going to play a game of peaceful

    expansion and consolidation, you should shore up your homeland's

    defenses against those enemies less benevolent than yourself.

 4. Multiply, multiply, multiply! The race in Civilization often goes to

    the most fecund. By the end of your first millennia you should have at

    least three cities functioning and growing, with more on the way.

 5. Because reproduction and creation of new cities is so important, don't

    spend valuable settler time developing every square around a city. You

    can create additional settlers to do



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    that later. Do enough development to get the city on sound economic

    footing, then move on to start another community.

 6. Place defensive perimeters around your emerging civilization. Expand

    those perimeters as your civilization grows.

 7. Build roads as you can afford the commitment of settlers. Not only

    do the roads increase your productivity, they also lay the groundwork

    - roadwork, as it were - for the rapid movement of forces should you

    be invaded.

 8. Put one city to work building a Wonder of the World as early as

    possible. The addition of wonders does much to boost your score, yet

    if you wait too long to create them, they may be acquired by other

    civilizations.

 9. Develop pottery by all means. You must have granaries if you are to

    hold any hope at all of increasing your population and growing your

    cities.

10. Be prepared to shift strategies: The road to failure is paved,

    sometimes, with peaceful intentions, and not every would-be conquerer

    can actually manage to conquer. Play with the flow of the game, not

    against it.

11. Alternate your cities' labor force between agriculture and resource

    development until the population is large enough to attend to both.

    Agriculture results in increased population; resource production

    boosts your treasury.





YOUR FIRST CITY



 1. Generally speaking, you should build two militia units and fortify

    them immediately, then two more for exploration, before building

    additional settlers, military units, or city imporvements. (If it

    quickly becomes clear that your civilization is located on an

    island, perhaps a single explorer is sufficent.)



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 2. Do not put off the construction of your barracks improvement. Only

    with the establishment of a barracks can you produce veteran military

    units that are strong enough to face the test of combat.

 3. Don't forget to upgrade your defensive units once the barracks is

    completed. Units such as militia that were created before the barracks

    can then be moved to outlying areas or disbanded.

 4. Should the spiritual side of civilization become available to you, put

    a temple in your first city. Establish the people's happiness early

    on, and it's easier to maintain it as the game grows more complex.

 5. If your civilization is surrounded by other, stronger ones, build city

    walls. Although expensive in construction and maintenance, the walls

    amplify your defense force's ability to withstand attack, perhaps

    buying you enough time to prepare a militray response or seek a

    treaty.

 6. Develop at least two agricultural and one resource square before

    moving too far from your first city. These squares will give the

    city time to feed itself and generate enough income to grow during the

    early phases of the game.

 7. Study the loal terrain. If you've put down roots too quickly, and find

    yourself in a less-than-ideal spot for long-term growth, don't be

    afraid to move your capitol to a more fertile site once one becomes

    available. (Don't move too quickly, though: Make sure the new city is

    well established, defended, and growing before relocating your

    government there.)

 8. As your first city grows - or fails to - adjust the worker allocation.

    If the city is wellfed and prosperous from the beggining, you might

    want to create a scientist to boost the city's intellectual

    production, hastening your advances.



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 9. Concentrate on population at least two turns out of three: Your goal

    is to have a civilization-wide population of more than a million by

    the year 1 A.D.

10. Build a marketplace as soon as that improvement becomes available.

    Better yet, buy the improvement. The increase in revenue will repay

    the expenditure very quickly.





YOUR FIRST ENCOUNTER WITH OTHERS



 1. Always accept the first treaty offer upon initial contact with another

    civilization: It costs you nothing, and gives you time to gather your

    resources, marshal your forces, and prepare a more considered, and

    perhaps antagonistic, relationship with the other civilization.

 2. The treaty established, use your militia to hold enemy expansion

    in check, positioning your units carefully, and fortifying them

    against enemy sneak attack. Use militia because they are easily and

    quickly produced, freeing your cities to concentrate the bulk of their

    productive time on more important units, city improvements, Wonders of

    the World, or civilization advances.

 3. Have some backup for your border guards, especially if your guards are

    militia or diplomats, whose defensive factors are low. Stronger

    offensive units in reserve close to the border, or able to reach the

    border quickly, can make the difference between a successful enemy

    invasion and one that's turned back.

 4. Once you've established a treaty with a neighboring tribe, get some

    diplomats into enemy territory as quickly as you can. During the

    treaty's tenure, your diplomats - and caravans, if you can produce

    them - enjoy essentially unlimited freedom of movement through

    enemy territory. This gives you the



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    chance to obtain a good portrait of the interior of your neighbor,

    learning whether he is strongr or weaker than you.

 5. If you encounter an enemy at sea, try to follow his vessels back to

    their homeland, particularly if both of you are in triremes. The enemy

    may already have mapped the shortest paths between landmasses, saving

    you valuable exploration time.

 6. Send caravans into enemy territory even if you plan ultimately to

    wipe the enemy from the face of the planet. Earn income while you

    can!

 7. Use your ships to blockade - or observe - enemy ports. If you're

    playing for world domination, you'll want to contain the enemy to a

    single landmass. If taking a more peaceful approach, the presence of

    your ships will allow you to "shadow" the other civilization's

    vessels, giving you a good and useful picture of their expansions.

 8. Look for natural barriers to enemy expansion - an isthmus, a large

    lake - and place defensive units in the only available paths.

 9. Use your settlers to build forts at strategic points along the border

    with the enemy, then garrison the fort with defensive units.

10. If you can afford the allocation of units, place diplomats on

    fortification or sentry duty at various spots within the enemy

    civilization. They'll keep you posted of enemy troop and settler

    movement.





SECOND CITY



 1. Build your second city in the most ideal location you can find, making

    up for the haste with which your first city was created.



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 2. Put your second city's citizens to work immediately on the constuction

    of a barracks and a granary. Defensive forces should accompany the

    settler unit from the first city. Move them inside the new city,

    reassign them to it, and fortify them. Your new city is instantly

    defended.

 3. Send settlers from your first city to develop the land around the

    second while it is busy producing the imporvements it needs.

 4. If you have the funds, buy the second city's initial improvements.

 5. At least one of your first two cities should be a port.

 6. Build a road between your first two cities as quickly as possible.

 7. If the enemy lies to the west, consider locating your second city to

    the east, minimizing the chance it will be attacked.

 8. Just as with your first city, establish a defensive perimeter around

    your second to stave off barbarians and unwanted neighbors.

 9. With your first city concentrating its production on units, you might

    want to use the second for Wonders of the World, for educational

    institutions. Or vice versa.

10. use the unit production of your second city to generate defensive

    forces for your third, and so on.





TREATIES AND TRIBUTES



 1. Don't be afraid to reject entreaties from other civilizations. They

    may take your "insolence" as an insult and embark on a war, but they

    may also respect your independence and offer a treaty.

 2. Get to know your neighbors: Some of them can be trusted to honor their

    treaties, while others may stay friendly for no



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    more than a turn or two. The computer leaders built into the game have

    distinctive personalities; it will behoove you to be observant as your

    civilization and theirs become acquainted.

 3. Generally speaking: Don't trust Mao, Stalin, Hammurabi, or Genghis

    Khan. And be wary of everyone else!

 4. Occasionally you'll be asked to join another civilization in an

    alliance aimed at yet another civilization. Weigh your response

    carefully. It may be that you can strike a more advantageous alliance

    elsewhere.

 5. Think twice beefore paying tribute. Civilizations that demand payment

    for peace are unlikely to leave you alone for long. Pay only when you

    have no other choice.

 6. Technology exchanges can be tricky. Your best bet is to exchange

    technology only with civilizations more advanced yet weaker than

    yours. Giving advances to strong, warmongering neighbors is foolish.

 7. Meet with other civilization leaders at least every third time they

    request a conference. It's time-consuming, but otherwise your

    avoidance is interpreted as a rebuff, and will lead to war.

 8. Even possession of the United Nations Wonder of the World can't

    completely protect you from treaty violations, especially late in the

    game. If playing peacefully, initiate negotiations immediately after

    the sneak attack; the enemy will offer a treaty. (This, too, will

    likely be broken again before the war ends.) If playing a warlike

    game, use the time bought by the United Nations to build and

    position overwhelming military force of your own; then use it to

    crush the enemy.

 9. Pay attention when an enemy's words are backed by nuclear weapons.

    Some of your enemies aren't afraid to use the Bomb, use it without

    warning, and use it more than once. Even if your able to eventually

    make peace with them, the pollution unleashed may ruin your score.

    Your best bet is to wipe out nuclear-powered enemies - if you can.



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10. Weave together networks of alliances against strong enemies,

    especially early in a game of conquest. By building a league of

    weaker nations against stronger ones, you may be able to cut down on

    the time required for world conquest, boosting your score.





FINANCIAL TOOLS



 1. A city without a marketplace is financially and socially crippled. At

    higher levels, the same is true of a city without a bank.

 2. Visit each of your city screens every few turns - or more often, if

    you're really serious about winning the economic side of the game -

    and experiment with your population's labor allocations. Some

    exploitable squares are more productive and valuable than others, yet

    may not be producing for your city. Move your people around and boost

    your income.



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 3. If you're planning to sell a city improvement - a step that should be

    taken in only the most dire of economic cicrcumstances - do so

    quickly, before the improvement is rendered obsolete by technological

    or social advance. Obsolete improvements can't be sold.

 4. Produce plenty of caravans, bearing in mind that each city can support

    only three trade routes. Send out caravans from every city.

 5. The game defaults to the three most valuable trade routes, but you

    can waste a lot of time and energy on routes of lesser value that

    will later be superseded. Send your caravans to the most distant and

    largest foreign cities you can find: These generate the largest

    amounts of income.

 6. The one time you should consider selling city improvements is just

    before they become obsolete. The develop of gunpowder, for example,

    renders barracks improvements obsolete. Since you'll have to replace

    your barracks anyway, why not earn some money from the old ones?

 7. Another good opportunity to sell off improvements occurs when you

    hold an absolute upper hand. Possession of the United Nations Wonder

    of the World is a good example. Since your enemies must offer to make

    peace with you, you may not need items such as city walls,

    particularly those located far away from enemy borders. Sell off the

    city walls, earn a fair piece of change, and relieve your cities of

    the burden of supporting those walls each turn.

 8. As you locate new civilizations with new, large cities, dispatch

    caravans to establish trading routes. These may be more valuable than

    routes already in existence.

 9. Give your citizens plenty of luxuries. This helps them appreciate

    your wisdom, often resulting in "We Love The King" days, which earn

    you generous bonuses.



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10. In the latter days of the game, when some of your cities may be

    capable of producing vast engineering works in just a few turns, try

    building these works, then selling them as soon as they're completed.

    It's impractical advice for the real world, but can generate lots of

    cash in the game.

11. Monitor the amount your civilization costs in maintenance each turn,

    indexing that amount to your cash flow. If your treasury has grown

    fat, don't be afraid to spend, spend, spend for improvements or

    Wonders. Just keep enough cash in your treasury reserves to cover

    half a dozen lean turns or so.

12. If you really have a healthy treasury that can cover a few turns'

    loss of income, try this: Convert everything to luxury income

    for your citizens. They'll reward you with points beyond your wildest

    dreams.

13. Use caravans to help build Wonders. When a caravan arrives in a city

    building a Wonder, you have the option of assigning it's value to the

    completion of the Wonder. If you can build enough caravans quickly,

    this can hasten completion of the Wonder.

14. As your income rises, adjust your taxation level. Boost your

    science allocations, leaving enough in tax revenue to cover the cost

    of maintenance with minimal growth each turn.

15. For cities with more than enough food, turn some of those farmers

    into taxmen. Your treasury will appreciate it.

16. Build rail lines through all developable areas available to a city.

    Productivity will be increased by half.

17. Trade routes among the cities of your own civilizationm, no matter

    how far apart they're located, are raely worthwhile.

18. Invest in factories and manufacturing plants as you are able to build

    them, but create pollution-control corps of engineers (settler units)

    to deal with their effluent. You'll need two



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    settler units per highly industrialized city to keep pollution under

    control.

19. Approaching the space race? Build the largest cash reserves you can -

    only global warfare is more expensive than getting into space.





MILITARY UNITS



 1. Don't produce too many military units without a barracks. Veteran

    units are, essentially, the only ones really worth producing.

 2. Develop mathematics as early as you can. This permits the creeation

    of catapults, the first real "artillery." Only by amplifying your

    abilities through the use of technology - catapults, gunpowdr,

    flight - can you enjoy an offensive edge.

 3. Early in the game, use cavalry and chariots to "blitzkrieg" your way

    through enemy homelands. Slower-moving units such as catapults can

    be brought up later.

 4. Upgrade your barracks the moment they become obslete, especially if

    you are at war. Use your treasury to purchase new barracks in those

    cities closest to the front or at the greatest risk of being overrun.

 5. Consider fortifying strong defensive units around enemy cities rather

    than laying direct assault to those cities, especially if the city

    possessed defensive walls or a large number of fortified units. Seal

    off the city and starve it slowly with phalanx-level units if

    possible.

 6. Build plenty of seagoing units. Naval power cannot be under-estimated

    in the world of Civilization.

 7. Consider keeping a strong naval unit on sentry duty inside your own

    harbors, especially if the war is going poorly. These units can spring

    to life from withing the city, attacking enemy vessels which mightt

    bombard your port.



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 8. Use the "go-to" function to place units n patrol, covering large

    amounts of territory or sea with minimum input from you.

 9. Disband military units no longer needed or of unlikely value to your

    civilization. Don't forget to disband older defensive units in cities

    being garrisoned by more advanced units.

10. Keep a strong offensive unit on sentry duty - not fortified - along

    with your fortified defensive units in each city. The offensive unit

    will "awaken" at the approach of the enemy, and can attack in some

    cases before the enemy assault begins.

11. Cities susceptible to frequent attack by barbarians might need more

    than one offensive sentry either inside or close to the city. You

    need to kill the barbarians before they can pillage your developed

    countryside.

12. Never stack military units in an open terrain. They are far too

    vulnerable to being destroyed at a single blow, sometimes by a

    less-powerful enemy.

13. Blockade harbors with city walls; bombard thcse without them.

14. Especially in the age of transports, when a single vessel can carry

    eight units, escort your shipping with cruisers or battleships. Your

    advanced military vessels "see" farther than other units, and can

    alert you to the presence of enemy warcraft lying in wait for your

    convoy.

15. An aircraft carrier bearing bombers and fighters makes another good

    screening device for convoys.

16. Because of their extremely long range, nuclear missles are among the

    best advance observers. Launch them from strategically located cities,

    or from aircraft carriers, and use them to explore and observe. Just

    be sure you leave sufficent moves for the missle to return to a

    friendly city or carrier.



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17. And be careful if you use nuclear missles in the manner described

    immediately above. One slip of your typing finger, and instead of

    surveillance your missle could unleash holocaust.

18. If your information reveals that an intransigently warlike enemy has

    developed nuclear weapons, launch a crash SDI building program. Only

    SDI can save your cities from nuclear attack.





YOU CAN'T RUN A CIVILIZATION ON AN EMPTY STOMACH



 1. A city without a granary grows slowly at best.

 2. Your granary holds several turns' worth of food. If your granary is

    filled to bursting, shift your citizens to mineral resource work

    or convert them to specialists for a few turns, living off your

    surplus agriculture products. Just don't forget to return them to

    the fields before famine strikes.

 3. If you're having trouble getting a city's population to grow, shift

    all of the citizens to the fields. You may lose a little economic

    revenue, but before long your granary should begin to fill, and you

    can readjust the assignments of a larger, better-fed labor force.

 4. Look for the most efficent routes to follow if bringing irrigation to

    your city's enviorns. Don't build more elaborate irrigation channels

    than necessary.

 5. Clear pollution from agricultural squares before otther squares.

 6. Replace granaries immediately should they be destroyed. Granaries

    should be replaced before any other structure.

 7. When creating specialists, look at your granary supply. If it's

    full, take an agricultural square out of production. If you're



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    short on food, remove a mineral or other resource square from the

    work force.

 8. When laying extended siege, pillage or occupy enemy agricultural

    squares, cutting off the city's food supply.

 9. Take advantage of seafood: Those fish symbols in oceans and lakes

    contribute mightily to cities located near them.

10. Irrigate oases when you have the chance.

11. If your granary is well stocked with foood, onsider onvrting one or

    more agriultural squares into forests. Just keep an eye on food

    levels after you do so.





WONDERS OF THE WORLD



 1. The most valuable Wonder of the World of the ancient world is the

    Great Library, especially if playing against a large number of enemy

    civilizations. You can't beat the boost in knowledge you get when

    two of those other civilizations make the same advance.

 2. The most valuable Wonder of the World of the Middle Ages is Johann

    Sebastian Bah's Cathedral, especially if you're ruling a republic.

    You can't beat it for generating quite a few "We Love The King"

    days, with their concomitant increase in population.

 3. The most valuable Wonder of the World of the modern world is the

    Apollo Program, if you're playing a space race game: Only with

    Apollo can you begin building your starship.

 4. If playing a game of world conquest, the most valuable latter-day

    Wonder may well be, ironically enough, the United Nations. Because

    this Wonder forces enemy civilizations to capitulate to you, you

    can marshal your fores almost at



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    leisure, gatthering them at critical spots before launching all-out

    attacks.

 5. Be warned: Violating one treaty when you possess the United Nations

    Wonder seems to violate all of them. When you're ready to make war,

    make war on all fronts at once.

 6. As soon as you have three cities, put one of them - probably your

    capitol - to work building a Wonder. The other cities can produce

    military and settler units, if need be, that can be transfered to the

    capitol to shore up its defenses or further develop the terrain around

    the city.

 7. Use diplomats to seek out Wonder production in the cities of other

    civilizations. Then either sabotage that production or target those

    cities for capture, and the addition of their Wonders to your empire.

 8. If pursuing a peaceful strategy - trying to win through diplomacy,

    financial strength, and expansion to the stars, focus your attention

    on those Wonders of the World that force your enemies to sue for

    peace: The Great Wall and the United Nations.

 9. If playing a "peacful" game, build as many Wonders of the World as

    possible, concentrating on those that boost your citizens' happiness.

    Your score will benefit greatly.

10. When playing a peaceful game and concentrating on building Wonders,

    don't forget that they must be defended. Put plenty of strong units

    in and around cities holding Wonders of the World.

11. Some Wonders of the Wrold serve all the world: The Apollo Program is

    a good example. Use your diplomats to discover whether other

    civilizations are further along toward completing global Wonders of

    the World than you. If so, devote your resources to creating something

    exclusive to your civilization.



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HAIL, CONQUEROR



 1. He who conquers the world fastest conquers the world best: If playing

    for global domination, every turn is vital. You can't stop to smell

    the roses if you want the world at your feet.

 2. Strike the strongest civilizations first, with as much military might

    as you an muster. Use your diplomat skills to keep weaker nations

    weak, for easy destruction after the "big guys" are gone.

 3. Coordinate, coordinate, coordinate! Establish a treaty with a

    civilization you plan to destroy. Flood the civilization with

    diplomats even as you mass your assault forces along its borders.

    When you hit, hit all at once, using diplomats for subversion and

    sabotage before invading with ground forces. Break the enemy's back

    during the first twrn of the war.

 4. If necessary, sell off improvements in your heartland to finance the

    final stages of a war on the frontier. Use the funds to subvert enemy

    cities first, to bribe enemy units second.





THE UNFRIENDLY SKIES



 1. As soon as you develop aircraft capabilities, begin cranking out

    fighters and, later, bombers. Don't wait a single turn: You can't have

    too large an air force, particularly in heated games of global combat.

 2. Try to garrison a couple of fighters in every city - not just those

    near the front. Fighters can respond quickly to enemy threats, saving

    you from the dangers of surprise attack, or invasion from an

    unexpected direction.

 3. Your fighters can attack - and keep on attacking. This makes them

    especially valuable when you're facing waves of enemy units. Go for

    stacked units first, of for transport raft that might be carrying

    several units.



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 4. If your resources are running low, don't station your fighters or

    bombers too close to the front - in harbors, for example. They are too

    vulnerable there to enemy bombardment. Base them a few squares back

    in a city or on board a carrier. Then, when enemy ships or bombers

    appear, you can fly out to engage them.

 5. Bombers have as much strategic value in Civilization as they do in

    the real world. A squadron of bombers can turn the tide of war, even

    against overwhelming odds.

 6. If you're planning to make war on a civilization with whom you enjoy

    treaty status, take advantage of the peace and get your air force

    in position to attack. Try to target three bombers for each city

    you're planning to hit, more if you can afford it. Attack stacked

    units in the open first.

 7. Don't overlook the surveillance capabilities of your aircraft,

    particularly the bombers. Their long range makes them perfect for

    exploring the interior of enemy continents and islands.

 8. Carrier power is ideal for isolating and containing an enemy island.

    Position a couple of carriers at either end of the island, support

    them with cruisers to guard against enemy ships, and use their

    to patrol the enemy coastline.

 9. Remember the lessons of Desert Storm: Once you've launched an air

    war, don't let up.

10. Desert Storm Lesson Two: Once the air war has taken its toll, be sure

    you have plenty of fast, mobile ground forces in position to mop up.

11. Desert Storm Lesson Three: In this Civilization, you don't have to

    stop. If your air power has made it possible for you to roll all the

    way over the enemy, do so, assuming that suits your overall

    strategic plan.



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AND ALL THE SHIPS AT SEA ...



 1. Never send a loaded tireme out into uncharted waters. It's one thing

    to risk a ship to loss at sea, quite another to risk valuable units.

    Chart your course before moving cargo.

 2. Early on, designate one or two coastal towns as major shipyards.

    Manipulate their population and resources so as to be able to

    produce ships at a rapid rate. (You should have another seaport within

    easy sailing distance, to which newly constructed ships can be

    reassigned in order relieve the shipyard of the burden of support.)

 3. Build fleets in the major oceans and gulfs, along with seaports to

    support and load them. Cut down on the necessity for moving ships

    all over the globe.

 4. As soon as you can build cruisers, battleships, and submarines, do

    so - their extended range of view is invaluable for spoting enemy

    craft, and equally invaluable for opening up any remaining hidden

    areas of the sea.

 5. Use your advanced naval craft to patrol the coastlines of unexplored

    enemy islands and continents. Advanced ships "see" an adjacent two

    squares, which can give you a good picture of another civilization's

    coastal defenses.

 6. Don't forget naval power during ground assaults. Look for isthmuses

    and narrows through which enemy ground transport must move. Position

    a battleship or cruiser on either side of the landmass and open fire

    on enemy units stranded in your sights between turns.

 7. If bombarding a fortified harbor with a value of nine or higher,

    bring at least two warships. You'll likely lose one.

 8. Transports are worth their weight in gold, not just for mounting

    amphibious invasions. Fill your ships with caravans and send them to

    all the corners of your world. A successful



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    leader is one whose merchant fleet is as large as his navy. And your

    merchant fleet may be even busier.

 9. Plot your invasion routes so the transport vessels reach landfall on

    the first move of their turn. That lets you move the ships after

    debarking some of their forces, spreading your troops across the

    broadest possible front.

10. Submarines make terrific blockade vessels, but their limited movement

    capability all but requires that you kepp some fast, long-ranged

    cruisers nearby to take their place shoul they be sunk.

11. Be careful, early in the game, about building ships before the

    immediate area around the harbor is fully explored. You might wind

    up with a landlocked tireme stuck in a lake with nowhere to go!





GETTING AROUND



 1. Use the Go-to key only occasionally. While it takes some of the burden

    of issuing orders from you, it rarely moves your units along the most

    effecient routes, nor does it take full advantage of the movement

    benefits offered by rail transportation.

 2. Pressing H will return your bombers and fighters to the nearest

    friendly city or carrier, if the aircraft possess sifficent movement

    points.

 3. Moving through a city costs movement points. Build railways around

    cities as well as up to them, letting you conserve movement points

    for your units.

 4. When engaged in a continental war, continue driving rail lines to the

    front. It's worth commiting extra settler units to this task,

    especially if you're conquering enemy territory at a good clip.



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 5. Study the world map as it's revealed. Its layout can give you good

    guidance in the placement of cities proximate to advantageous sea

    routes.

 6. Look fro rail lines along the coasts on newly discovered continents

    or islands, or enemy continents or islands you're revisting. Debark

    your diplomats and caravans on squares with railroad track and they'll

    be able to move farther when the next turn arrives.

 7. Centralize your embarkation points for units bound overseas. The

    central locations need not be a city. Run a rail line to a remote area

    near an advantageous shipping lane. Send the units you wish to move

    overseas to that point first, picking them up with your cargo vessel.

    Of course, you'll eventually want to put a city there, and probably

    should do so sooner than later. It's also smart to protect such remote

    loading zones with a ship or two, to prevent enemy craft from sneaking

    in and opening fire on your sentried units.

 8. Build cities on remote islands to serve as island-hopping airbases.

    These need to be the most viable islands for long-term development,

    but should be well fortified against enemy assault. Islands lying

    just off enemy coastlines make the most valuable airbases of all.

 9. Pillage enemy inter-city roads and rail lines if possible during

    wartime. Cutting their lines of transport gives you the chance to

    catch enemy units in the open, unable to move.

10. If forced into a long retreat, pick a spot at which to cut your own

    transportation lines. Doing so in the right place can help you

    establish a "killing field" where the enemy units will be halted and

    vulnerable to your fire.



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DIPLOMACY



 1. The diplomat is arguably the most valuable unit in the game; certainly

    it's the most flexible. Produce plebty of diplomats and send them

    throughout teh world.

 2. Don't overlook the value of the diplomat as a "place-holder." On

    sentry or fortification duty, your diplomat will alert you to the

    presence of enemy forces. The advantage is that the diplomat can

    attempt to bribe teh forces over to your side, if you have the money.

 3. Stealing technology is an and violates any treaties in existence

    between you and your target. If you have several diplomats traveling

    inside enemy territory, make sure all are in a position to make their

    move during the same turn. Otherwise you run the risk of losing them

    to enemy retaliation.

 4. If a city looks vulnerable to subversion, try it. Weaker cities can

    generally be subverted for less money than wealthier ones.

 5. Try to get two or three diplomats in position around each of the

    enemy's major cities just before you invade. Use the diplomats one

    after another to sabotage enemy production and destroy enemy

    improvements.

 6. Don't use diplomats to uncover serendipity squares. They are too

    easily wiped out by barbarians.





ENERGY



 1. In terms of long-term scoring, the best energy sources are those that

    pollute the least.

 2. The game, or its designers, has a built-in bias against nuclear

    fission: Be wary of building nuclear plants until you'vre developed

    fusion. At the very least, build nuclear plants only in the most

    socially stable of cities.



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 3. Build Hoover Dam. This Wonder of the World provides clean power to

    your whole continent - and the game defines continent liberally.





RULING



 1. Better to rule in Hell than serve in Heaven: You may not be able to be

    as nice as you want while you play the game.

 2. If you're going to war, do so as a despot of a monarch. Otherwise, the

    war carries too high a social cost.

 3. Alternate your form of government often, depending on your short-term

    goals.

 4. Go for "We Love The King" days, earned by giving your people the

    "good life" of luxuries. You'll end up with more people.

 5. Try a strategy that focuses your attention and production on cures for

    cancer, women's sufferage, and other social benefits. You might be

    surprised at the effect this has on your people's willingness to

    support your choices.





SPACE TRAVEL



 1. If playing to win by reaching Alpha Centauri first, commit everything

    you have to the space race once it begins. Spend the time waiting for

    that beginning by building up your perimeter defenses against

    attack. Once you've undertaken to build a starship, you'll need the

    productive output of every city you can spare, and you can allow

    nothing to interefer with that production.

 2. Since starship modules take longer to build, start them first. Have

    at least three cities of roughly equivalent size working on module

    production.



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 3. Starship structural pieces are the easiest to build, yet are the

    pieces you'll need in largest quantity. Find a couple of cities that

    can crank these pieces out and get them going.

 4. The more propulsion units your starship has, the faster it reaches

    Alpha Centauri. The more colonists you attempt to deliver to Alpha

    Centauri, the more your starships' weight. Try to install two

    propulsion units for every complete colonist package - habitation,

    life support, and solar power modules - you intend to launch.

 5. Guard your capitol! Losing it brings your interstellar program to a

    crashing close.

 6. Watch the clock. You must reach the Alpha Centauri system before your

    reign expires, or all your work is for naught.

 7. Watch the other civilizations' starship development. If they launch

    before you do, you may want to make a mad dash for their capitol in

    hopes of capturing it before their starship reaches its destination.

 8. Consider selling off some improvements in order to buy more colonists

    and life-support modules. The more colonists you deliver to Alpha

    Centauri, the higher your score.

 9. Once your starship is launched, convert all starship-related

    production to other ends. After launch, no further starship production

    can take place unless your craft is lost or recalled by the loss of

    your capitol. Shift your resources and production to items likely to

    boost your overall score. Remember, after launch, the game is counting

    its way down to the finish line.

10. Don't launch unless your arrival time is less than 20 years. If it's

    more than that, add more fuel and propulsion units.

11. Not tired yet? Take a deep breath, reboot and restart Sid Meier's

    Civilization, and begin again, pretending that now



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    your settlers are taming an unknown world, in orbit around Alpha

    Centauri.





TWO GREAT UNDOCUMENTED FEATURES



 1. Tired of facing the same old enemies? Press Alt-R to randomize the

    personalities of the leaders of other civilizations.

 2. In the earliest copies of teh game, pressing Shift-1234567890t lets

    you get a complete world map, see into enemy cities, and generally

    peek behind the scenes. This "feature" was discontinued after the

    first release, but it's worth a try just in case.



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                                APPENDIX B

                                ----------

                     A CONVERSATION WITH THE CREATORS

                     ================================



THE IMPORTANCE OF BEING SID



There is about Sid Meier an air of quiet thoughtfulness. Not just in a

courteous sense, although he is a considerate and generous host.

    But also thoughtful in the larger sense - Meier is filled with

thought. To our benefit, he devotes much of that thought to the creation

and design of interactive entertainments. Even more to our benefit, Meier

increasingly thinks about ways in which to make enteratinment that is

about something. And, still better, his games remain imminently playable,

no matter what their subject matter.

    "There are games that ask you more to admire the design of the game

than to play the game," Meier says, although - always the nice guy - he

declines to name names. "Too many games are designed first, and played

later." In his own work, Meier always puts the player first.

    That priority, in fact, is what he's proudest of in Civilization. "In

our games we try to make the player the star," he says. Every



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step of the design process is aimed at giving the player the tools needed

to have an entertaining time playing the game, no matter how complex the

game appears.

    On the surface, Sid meier's Civilization appears ferociously complex,

yet even first-time players find it easy to take charge of a new society,

building cities, encountering other nations, manipulating some large

variables as their own nation grows. That was a deliberate goal on Meier's

part. The material of the game conspired along with Meier's desires:

Everyone begins at the same primitive level.

    Interactivity can be a burden, Meier points out. "I'm most comfortable

with games that relate to the real world," he says. That comfort level

imposes on him a dilemma: How do you design a "real-world" game that's

still manageable for new or first-time players, those who do not

necessarily have hundreds of hours of experience with computer games. It's

a dilemma Meier first solved with PIRATES!, which he sees as a sort of an

"adventure game for people who don't play adventure games."

    In Civilization, Meier solves the problem by providing a graduated

scale of tools for the player. You don' start with everything at your

disposal; you have to grow and learn along with your civilization, adding

tools to your own arsenal of experience wven as your own electronic

citizens are adding advances of their own.

    "Most games have a learning curve," Meier says, "a barrier to entry

that almost requires you to be dedicated to reading the manual, playing

again and again. You can probably find ways of starting people off with

only having to know a small number of concepts, layering them and

introducing them as they become important. It's a style we probably ought

to do more of. If games are ever going to break out into the mass market,

I think they have to have a much more friendly quality in terms of the

barrier to entry. They have to be intimidating. There's a large

intimidation factor that most people have as far as computers are

concerned, and that's what we have to overcome."



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    The anture of those layered concepts in Civilization - economics,

philosophies, technologies, and so on - help Civilization stand both above

and apart from its predecessors. Those predecessors include a board game

that was also called CIVILIZATION and a board game called EMPIRE.

    The board game focused almost exclusively on the earliest days of

civilization, specifically in the regions surronding the Mediterranean.

Allowing for the limitations imposed by the medium - board, pieces,

cards - the game nonetheless managed to communicate many of the

complexities and consequences of intellectual ferment and progress as

exemplified by Romans, Greeks, Egyptians, and so on. Its specific

infulence on Meier was the game's use of big concepts - law, religion, and

so on - rather than more narrow representations or examples of ideas. "I

think that if I hadn't seen that game," he says, "I might have been a

little more specific. But even before we played it, we had decided that

ours would be a broader, more hands-on game." Meier had decided as well

that his game would have a much longer time frame.

    EMPIRE was - and is - a game of planetary conquest and industrial

production that has come close to being a full-time occupation for many

players. Starting with a single visible map square, EMPIRE challenges

players not only to conquer the world, but also to explore it, to regulate

and manage the production of various military elements at cities across

the surface of the planet.

    The two games may well be predecessors, but they are also

springboards. Meier's game contains its homages to the two earlier games,

but quickly moves beyond them on every level, most notably in the sheer

number of aspects of civilization that are included for the player to

manipulate.

    How did Meier research a project so vast? "I'm kind of anti-research,"

Meier says. "It's my philosophy that you don't want to be too much smarter

than your player... you don't want to impose superior knowledge on the

player. Research is done to get the facts



====================================================================== 221





right, but no to overwhelm the player with obscure knowledge that only the

designer knows."

    Nevertheless, the game shows the deep reading and thinking that Meier

and Shelley have done in history, which shows particularly well, I think,

in the game's portrayal of the history of ideas and interrelationships.

Certainly the fact that the concept of literacy underlies so many of teh

game's branches implies a deep respect for the place of learning, of the

idea in human history.

    "There's a high moral tone to the game," Meier says with a laugh, then

turns more serious. "Frankly, every now and then we have guilt pangs about

doing games where things blow up. But there's also this idea that during

the playing of the game, the palyer feels good about introducing concepts

such as literacy, or religion. If you're going to give the player a crumb,

why not give him a big crumb? There's no reason not to make the game about

as many interesting, and large, and important topics as possible. Again,

as long as the game remains playable."

    Meier was joking, but there is a moral quality to teh game that's not

only refreshing, but that also directly addressed his commitment to

relating his games to the real world. There are consequences at work here,

and Meier is very much aware of them. Players come to care about their

civilizations, thinking of them almost as living things.

    That "living" aspect of the game raises it, I think, to the level of

art, one of the few computer games to achieve such levels. There are

parallels here to artificial life, cellular automata, even traditional

history books.

    The game breaks much ground. If nothing else, the idea of the

Civiliopedia, a hige on-line help system, should be adopted by more

designers and publishers. The more assistance that can be offered a player

via the computer itself, the more the game helps the player overcome that

intimidation too many people still feel



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    Approaching the end of nearly a year's work on this game, Meier is

tired, but generally pleased. Not self-satisfied: He is a truly modest

man, but one who truly brings every energy he has to bear upon rendering

invisible the complexities of game design, putting the player truly in

charge of the electronic destinies of their creations.

    For all of his modesty, Meier seems aware of just how much he has

accomplished.

    "This game contains all of my best ideas right now," Meier says. Those

ideas are very good indeed, and they show in every frame and at every

level of the game.





BRUCE SHELLEY: A WRITER'S TURN OF MIND



Bruce Shelley seems like a writer. He has all the attributes: a certain

distant gaze in his eyes, the care he takes in choosing his words, the

willingness to explore the consequences of ideas that come up in even

casual conversation.

    Of course, it helps that he is in actuallity a fine writer. Compare

the prose in one of Shelley's manuals with that in most software

documentation and you'll see what I mean.

    Shelley has worked with Meier on several producst, bringing his own

imagination and wide reading to bear on many of the ideas that Meier

raises with his designs. There is an easy give-and-take between the two,

with Meier always quick to acknowledge Shelley's contribution to finsihed

game designs.

    Shelley's participation extends beyond design and manual

responsibilities. He has the pleaure of being the prime playtester for new

projects, working through them again and again, and offering Meier

insights and suggestions as he does.

    Shelley's office is filled with history books, but he echoes Meier's

comments on specific research and its place - or lack of it - in the game.

"We based a lot of the game on our own under-



====================================================================== 223





standing," he says, "but we did consult some historical atlases and time

lines."

    Along thos elines, as it were, there are moments in the game's

"histry" where the drama heightens. "There are a couple of points in the

game where technology changes and teh pace of teh game accelerates,"

Shelley says. "You worry more. The lurking danger is there. They might

have something that can really hurt you. Nuclear weapons can devastate

your whole economy. The stakes are higher." As, with the introduction of

nuclear weapons in our century, the gloabl drama grew more tense.

    To that end, how much does the game rest upon the actual history of

the world, out world?

    "We're building a civilization," Shelley points out, "not specifically

our civilization. Temples, cathedrals, and so on are specific to each

civilization in the game, not Jeudo-Christian in nature."

    That flexibility, the freedom from specific historical sequence or

reference serves not only game design, but also, more importantly, the

player. "The player decides how economies are run, when to go to war,

science, technology, etc. You're the guiding spirit of your civilization."

    Shelley is proudest of the richness of the game experience. "The game

transports you, makes you really get attached to what you're doing, even

as you're making great plans for the future. It's an absorbing exercise.

We've taken the technology to a new level."

    Shelley appreciates, perhaps above all, the gameplay benefits that

derive from this flexibility. "You can decide whether to pursue a

technology path that leads to a certain type of military unit, or one that

leads to a certain type of overnment," he says. "It's all up to you."



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====================================================================== 225





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                                  INDEX





act of war  89, 106

active unit  20

  report on  30

advisors  21-24

agricultural production

  increasing  52-53

  versus resource development  193, 194

air force  167, 182

  building  207-208

  used for surveillance  208

airbases

  building on remore islands  211

Alexander the Great  166

alliances  183, 198, 199

Alpha Centauri  19, 183, 213-215

alphabet  45, 48, 123, 127

Aristarchus  125

art  128-129

attitude advisor  23

balista  112

bank  199

barbarian leaders  51

  capturing  51

barbarians  51, 65, 203

barracks  56, 57, 88, 92, 194, 197, 200, 202

  cost of maintaining  138

  replacement of  88

  upgrading  202

Barzun, Jacques  121

battleships  209

blockades  116, 149, 196, 203

  establishing and enforcing  102-104

  handing  79

bombers  79, 207-208

  returning to nearest city  210

Bonaparte, Napoleon  103, 115, 166

border guards

  backing up  195

bribery  182

bronze-working  45, 48

Caesar, Julius  125, 166

cannon  110

capitol

  captruing  171-172

  effect of loss on space program  214

  moving  33, 194

captured cities

  securing  111

caravans  81, 87, 144-145, 179, 195, 196, 200

  as intelligence gatherers  169-170

  as sources of information  87

  enemy  145-146

  using to build Wonders of the World  145

  versus diplomat units  87

cargo vessels  80, 209

carriers  208

catapults  76, 110-111, 112, 167, 202

cathedrals  187

cavalry  100, 110, 167, 202

ceremonial burial  127

chariots  76, 100, 110, 167, 202

chemical weapons  112

chokepoints  102, 103

cities

  building in enemy territory  118

  defense of  93

  establishing in global conquest strategy  159-160

  establishing on seacoast  98

  first  192

city

  determining status of  21

  finding  21

  securing  47-48

city defense

  versus city improvements  57

city growth

  factors of  17-18

city improvements  33-34, 56-57



====================================================================== 227





  effects of war on  148

  selling  33, 86, 150, 200, 214

city map  31

city resources  37-38

city screen

  opening  31

city squares

  numbering in  20

city status  21

city walls  84, 112, 161, 182, 194

  building  78

  launching assault on  110

  selling  200

civilization

  rise and decline graph  39

Civilization Advances  130

civilization score  25

civilization site

  selection of  43-44, 48

civilizations

  elimination versus isolation  98

  selecting number of  16

Civilopedia  26-27

coliseums  130, 187

colonization

  winning through  18-19

communist dictatorship  152

cruisers  209

cultural exchange  131-132

  through conquest  132

  when to render advances to the enemy  132

cultural improvements  130-131

  cost of  130

culture  121-133

date  28

defense  45, 193

  aerial  79-80

  in peaceful expansion strategy  181-182

  naval  80-81, 202-203

  nuclear  80

  of coastline  162-163

  of harbors and coasts  78-81

  of large areas  76-78

  of second city  197

  of settlements  91-94

  technological  88-91

  upgrading  91

  versus offense  76

Democracy  126, 152-153, 178

demographics  26

Desert Storm  208

depotism  152

diplomat units  51, 81, 83, 92, 101, 105-108, 168, 179, 212

  and intelligence gathering  170

  and sea exploration  61

  use at fortification or sentries  196, 212

  use during treaty tenure  195

  versus caravans  87

economy

  maintaining strong  138-139

  recessive  150-151

  successful  86-88

education

  as a defensive weapon  90

Einstein  32, 130

elite citizens  32-33

  creation of  32

  types of  32

Elvis  32-33, 142, 150

  overdependence on  33

embarkation points  211

embassy  107

  establishing  22, 83, 105

  information provided by  22

emigration  181

Empire  221

enemy capitol

  capturing  109

enemy cities

  exchanging culture with  132

enemy leaders

  changing personalities of  215

  meeting with  198

  trusting  198

enemy ports  102

  blockading  196

enemy units



====================================================================== 228





  bribing  87

enemy vessels

  following  196

energy sources  212-213

  hydroelectric power  147, 186

engineering works

  developing and selling  201

enviornment  129

  cleaning up  147

  devastation of  129

Erasistratus  125

Eratosthenes  125

Euclid  125

expansion

  in defensive mode  93

  strategies for first millennium  192-193

exploration  98-100

  as defense  70

  in global conquest strategy  163-165

  of starting landmass  99-100

  using diplomat units  179

exploring the high seas  62-65

fighters  79-80, 207-208

  returning to nearest city  210

Find City  21

food  204-205

  cutting off enemy's  205

  production of  140

  storage  36, 56

forest  49

fortified unit

  backing up with military unit  82

forward outpost

  establishing  117

  fortifying  118

frigates  117

garrison  84

  building  84

global conquest  157-173

  building army for  167-169

  determining target cities in  168-169

  from an island base  158

  history of  166-167

  military buildup for  160-161

  playing for  207

global warming  29-30, 147, 153

Go-to-key  210

goals of teh game  18

government  152-153, 187

granaries  56, 57, 161, 193, 197, 204

  vost of maintaining  138

  depleting  140

  replacement of  204

grassland  49

Great Library of Alexandria  125-126

gunpowder  202

  development of  200

Hammurabi  198

Hannibal  85

hills  49

Hitler, Adolf  115, 166

horseback riding  45

information

  acquiring  35-36

  and requests for advances  131

  embassy  83

  forms of  8

  gathered by caravans  87

  post-game  39

intelligence advisor  22

intelligence gathering  89, 101, 105, 132, 169

interpenetration  121, 131

invasion  108-109

  amphibious  115-117

  as a defense  86

iron-working  45

irrigation  204

  of oases  205

  within city limits  205

islands  100-101

  and peaceful expansion  180

  building airbases on  211

  defending  74-75

  occupying  170

isolationism  93

jungle  49

Khan, Genghis  198

killing field  211

knights  76

land units

  choosing  101-102



====================================================================== 229





landing sites

  choosing  116

legions  110

levels of play  16

libraries  57, 130

  building  124

literacy  124

logging  53

Lord Nelson  103

losing  39

luxuries  38, 142, 201, 213

luxury rate  21

mangonel  112

Mao  198

map screen  20

  navigating  20

mapmaking  45, 48, 60, 126

marketplace  57, 138-139, 161, 199

  buying  195

Masada  83

masonry  88, 112

mass transit  147, 186

mathematics

  development of  202

Maximus, Quintus Fabius  85

Meier, Sid  3, 19, 27, 219-223

menu bar  21

metalworking  88, 122

military advisor  22

military units  193, 202-204

  active status of  35

  assignment in democracy  153

  backing up fortified units  82

  defensive status of  35

  disbanding  203

  offensive  203

  remote  76

  stacking  108, 203

  use in settlements  78

militia

  strategy for  47

militia units  71, 76, 193-194, 195

  fortifying  72

  in global conquest strategy  158

  replacing with pickets  73

mining  53

mobile units  167

  patrolling  77

mobility  45, 46, 53

monarchy  152

mountains  49, 74

movement

  shortcuts and tips for  210-211

musketeers  76

mysticism  127

napalm  112

natural borders  74

natural disaster

  and religion  128

  avoiding  17

navy  182

  building  209-210

nuclear attack

  defending against  90

nuclear fission  212

nuclear plants

  building  212

nuclear threat  153-154, 198

nuclear weapon  80

nuclear weapons  203-204

  use of  153-154

oases

  irrigation of  205

offense

  using defensive units  202

oredrs  21

palace  28

peace offerings  114

peaceful expansion

  and military strength  178, 180

  winning through  177-187

peaceful relations

  advantages of  83

phalanx  48, 71, 76

philosophy  126

pickets  71-72, 77, 81, 99

  choosing units for  75-76

  circumventing to capture cities  109

  placement of  72, 73, 74

pillage command  204

pillaging  149

Pirates!  220



====================================================================== 230





plains  49

pollution  35, 185-186, 202, 212

  and nuclear weapons  153-154

  cleaning up  185

  clearing from agricultural squares  204

  minimizing  146-147

population  32-33, 194-195

  and job assignments  139

  contented vs. discontented  9, 32, 200

  experimenting with labor allocations  199

  maintaining happiness of  130

  turning farmers into taxmen  201

pottery  56, 122, 193

production  34-35

  changing  34-35

  early strategy for  48

production units

  upgrading  84

psychological warfare  107

railroads  113, 182, 201

  building  210-211

recycling  147, 186

reinforcements  111, 113

religion  127-128

  as a tool to prevent natural disaster  128

  effects on government  127

remote unit  36

Republic  152-153

resources

  development of  194

  natural  50

revolution  21

rivers  49

roads  53-56

  and military operations  54

  building  53-56, 193

  building for defense  77-78

  for defense  72

  peripheral  55

sabotage  107, 149, 212

science  128-129

science advisor  24

scientific progress  10

scientific research  38, 107, 143, 151

scientists

  creating  143

Scipio, Publius Cornelius  86

"scorched-earth" policy  109

scoring  19

  bonus points  19

  civilization  25

SDI defensive unit  90

sea navigation  61

  use of diplomat units in  61

  use of mobile units in  61

seafood  205

seaports  100

  creating  60, 209

second city

  defense of  197

  establishing  54, 196-197

  placement of  197

security  69-94

  establishing defensive borders  71-74

serendipity squares  50-51, 100, 117, 163

  and diplomat units  212

  and military backup  51

settlements  196

  defending  91-94

  development of  92

  in gloabl  conquest strategy  159, 161

  use as offensive weapons  113

settlers  52-53, 100

  accompanying military units  110

  role in amphibious invasions  117-118

  supporting  52

Shelley, Bruce  3, 27, 223-224

ship passengers  65

  offloading  64

ships

  as invasion crafts  116

  building  60-62

  building extra  64

  empty  100

  military escort of  203

  patrolling  80, 81, 209

  sentry  78-79, 80, 102

  tracing enemy  81

Sid Meier's Civilization



====================================================================== 231





  design of  38

  desiging  220-223

siege

  withstanding  83-85

siege warfare  149

  history of  112

  lasying  109-114

Snow, C.P.  128

space exploration  202

space travel  213-215

  and peaceful expansion  183-185

Stalin, Josef  198

starships  25-26

  building  213-214

  halting enemy production of  25, 214

  installing propulsion units on  214

  launching  214

status window  28-30

strike and retreat approach  85

submarines  209

subversion  183

sun symbol  29-30

supply lines  113

  guarding  92

surplus resource unit  34

swamp  49

tax rates  21

  adjusting  201

  setting  141

taxes  38, 140-141

  restructuring  151

Taxman  32, 140-141, 150

technology

  acquiring through conquest  89-90

  catching up with enemy's  107

  exchanging  106, 107, 198

  impact on civilization  88-91

  maximizing use of  89

  stealing  89, 106, 107, 212

temple  57, 130, 161, 187, 194

  selling  128

temples

  building  128

terrain  48-50, 99, 108, 194

  use in defense  74-75, 196

terrain squares

  modifying  49-50

The Two Cultures.  128

top five cities  25

tarde  83, 87, 98, 144-145

trade advisor  23-24

trade revenues  37-38

  changing  37-38

trade routes  151, 170, 200

  among  own cities  201

  enhancing value of  144-145

Trafalgar  103

transportation lines

  cutting  211

transports  117, 209

treasury  29, 86, 88

  depleting to buy ships  79

  increasing through bounties  51

  monitoring during war  148

spending reserves in  201

treaty  82, 93, 99, 114, 164, 169, 197-199

  accepting  195

  temporary  116

  violating when possess United Nations  206

trebuchet  112

tribute

  paying  198

trireme  45, 48, 60-64, 100, 100-101, 196

  and amphibious invasions  116

  versus battleship  80

turns  17

United Nations  205-206, 206

  ownership of  90, 198, 200

universities  130

  in enemy cities  132

war

  and fighting multiple enemies  165-166

  economic impact of  148

  post-game graph of  39

wheel  45

winning

  by colonization  18

  by eliminating all other civilizations  18

Wonders of the World  11, 24-



====================================================================== 232





    25, 33, 35, 90, 128, 129, 130, 178, 193, 197, 205-206

  and advanced technology  60

  Apollo program  184, 205, 206

  building  58-60, 206

  building cities near  201

  building with caravans  145

  capturing  206

  Cure for Cancer  187

  deciding which to build  59

  defending  206

  Great Library  59, 90, 107, 124-125, 205

  Great Wall  206

  Hanging Gardens  59

  Hoover Dam  213

  Johann Sebastian Bach's Cathedral  187, 205

  Lighthouse  59, 60

  Oracle  59

  selling  34, 60

  Shakspeare's Theater  187

  Woman's Suffrage  187

workers  32

world map  25

  accessing  215

world reports  24-27

world window  27-28

writing  123-126, 192

  and religion  127

  development of  123



====================================================================== 233





====================================================================== 234





ABOUT THE AUTHOR



Keith Ferrell is the editor of OMNI magazine, the world's leading consumer

science lifestyle magazine, and Editorial Director for COMPUTE magazine,

the leading magazine for home computer enthuiasts.

    Ferrell attended the Residential College of the University of North

Carolina in Greensboro and has taught and lectured there. He is the author

of seven books, including biographies for young adults on such historical

figures as Ernest Hemmingway, George Orwell, John Steinbeck, and H.G.

Wells. He has written a successful series of thrillers under a pen name.

Forthcoming are biographies of Jack London and Robert Oppenheimer, another

novel, and  arumination on the impact of video on world culture.

    Ferrell has for several years written the computer hardware and

computer software articles for World Book Encyclopedia and World Book

Science Year.

    As a public speaker, Ferrell has addressed public schools,

universities, and business people and has spoken in front of audiences of

over 2,000. Topics addressed include the future of business, the

importance of competitive research, the dangers of censorship, and the

future of libraries and information technologies. He has done conutless

radio interviews and made several television appearances.

    Ferrell was honored in 1990 and 1991 with the Software Publishers'

Association Award for "Outstanding Journalistic Contributions of the

Microcomputer Software Industry." Since 1990 he has been the spokesperson

for the Consumer Software Publishers of America.



====================================================================== 235



that's it!


ADDITIONAL ACTION REPLAY POKES (Source: AR Codelist):
Money = 2924b