The Civilization manual is property of MicroProse Entertainment Software, a division of Hasbro Interactive, and should not be downloaded unless you wish to . 1. TECHNICAL NOTES Contents Required Equipment Installation Loading Study Method: You can study the actual controls and instructions in this manual. Advance, Requires, Leads to, Allows, Ends. Advanced Flight (Civ1) · Advanced Flight · Flight, Electricity · Rocketry · Bomber, Carrier · Alphabet (Civ1), Alphabet.
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INTRODUCTION. 1. CITIES AND CIVILIZATION. 3. BEFORE YOU START. 8 .. This manual provides detailed instructions on how to play Civilization and. Civilization is a turn-based single-player computer game. The player takes on the role of the ruler of a civilization starting with only one or two. The very official manual from the on-CD version Civilization I is the MB DOS game that started it all. Filename. soundofheaven.info
They can be copied, erased, and optimized as desired. Add tags Tags separate by space: Instant Advice provides some helpful hints for new players. Clear the screen press Return, the Spacebar, or either mouse button for the IBM after the people offer to improve your palace. Physics , Invention. These coastal wetlands and flooded interior lands produce only a small quantity of food. Astronomy , University.
Nuclear Power , Superconductor. Genetic Engineering. Medicine , Corporation. Invention , Iron Working. Metallurgy , Explosives. Barracks , Militia , Phalanx , Great Wall.
Railroad , Banking. Steel , Corporation , Communism. Women's Suffrage , Transport , Factory. Engineering , Literacy. Steam Engine , Gunpowder. Bridge Building , Gunpowder. Mass Production , Communism. Writing , Code of Laws. Democracy , Invention , Philosophy , Republic. Navigation , Physics. Sail , Lighthouse. Trireme , Lighthouse. Mathematics , Feudalism , Construction. Automobile , Corporation. Submarine , Mass Transit. Alphabet , Masonry. Astronomy , Physics , University , Computers.
Philosophy , Trade. Chemistry , Genetic Engineering. Gunpowder , University. Steel , Electricity. Ceremonial Burial , Code of Laws. Astronomy , Philosophy. Map Making , Astronomy. Physics , Magnetism. Magellan's Expedition , Sail.
Mass Production , Atomic Theory. Isaac Newton's College. Nuclear Fission , Electronics. Mysticism , Literacy. Medicine , Democracy , University , Religion , Communism.
Mathematics , Navigation. Refining , Space Flight. Superconductor , Robotics. Granary , Hanging Gardens. Steam Engine , Bridge Building. Darwin's Voyage , Railroad. Mass Production , Democracy.
Chemistry , Corporation. Combustion , Plastics. Philosophy , Writing. Cathedral , J. Bach's Cathedral , Michelangelo's Chapel. Code of Laws , Literacy. Banking , Conscription. Plastics , Computers. Artillery , Mfg. Plant , SS Module. Advanced Flight , Electronics. Computers , Rocketry. Apollo Program , SS Structural.
Physics , Invention. Metallurgy , Industrialization. They can establish embassies with rivals and also perform a number of cloak and dagger tasks.
Caravans are bands of merchants that transport the produce of your cities around the world to other cities, bringing in cash and establishing trade routes. Trade routes increase the trade of the home city, resulting in more cash, luxuries, and technology. Wonders of the World are unique city improvements, usually structures, that can only built once in the entire world. Once a particular Wonder is built by a city, no other city may build it.
Each Wonder brings glory to the civilization owning it, and some unique tangible benefit as well. For example, if one of your cities builds the Oracle, all Temples throughout your civilization become twice as effective in making people content. The fundamental concepts for a successful civilization are the expansion and growth of your cities, and acquiring new technology.
In a word, you must grow. In this dynamic world environment, surrounded by rivals in unknown corners, there is no future in complacency and stagnation. You must press forward on all three fronts: Your civilization cannot afford to lag to far behind in any of these three spheres. A sufficient number of powerful cities can maintain the quantity of your military in any arms race.
Keeping abreast of technology assures the quality. The Hittites on antiquity had a brief moment of glory because the technology of their weapons was superior to that of their neighbors. But those neighbors had much larger populations, and when they acquired the same technologies, the Hittites were ushered off the world's stage. Cortez landed at the Aztec city of Vera Cruz with only a few hundred conquistadors, but with the aid of superior weapons and diplomacy, he soon had Montezuma crying in his chocolate.
The Aztecs were deposed because they could not learn the technology of the Spanish. Do what you can to keep your civilization growing in every area. More and larger cities, better technology, and better armies mean survival. Each city must be planned, managed, and protected so that it contributes to the power and glory of your civilization. By maintaining this pattern of growth over the years, you have the best chance of avoiding the fate of the Hittites and Montezuma.
Sorting the Materials. This manual provides detailed instructions on how to play and gives information on the background of the topic. It applies to all computer systems, but specific references are given for use with an IBM system, for which the game was first designed.
Learning the Game. Study Method: You can study the actual controls and instructions in this manual. Now begin play and refer back to the instructions as needed. Jump Right In Method: This is the most popular with experienced game players. We recommend you at least read the sections Cities and Civilizations, Interface Introduction, and Ending the Game and Winning, but even this is not necessary.
Refer to the manual for help with problems that arise. The interface of Civilization is designed to take advantage of the mouse. It may be played with a keyboard-only interface, but play is faster if you have a mouse available. The interface operates mainly through two main game displays, the map display and the city display. Each of these displays is described in detail in its own manual section. Across the top of the map display is a menu bar.
From the menus available here you can reach additional game functions and information not available from the displays. The interface relies heavily on menus that are used in a similar manner. Labeled buttons are also used in several places to perform a game function or reach further information. Using the Mouse: To click the mouse on some part of the game, move the torch that is the pointer onto the desired location and click the correct mouse button.
The IBM mouse has two buttons and the interface makes a distinction between them. The left mouse button LMB is used to perform actions such as scrolling the map or activating a unit. Menu Choices: Throughout the manual you are instructed to pull down menus to open them up and reveal the options they contain. To open a menu using the mouse, place the pointer on the name of the menu in the menu bar and press the LMB. If you click the button the menu opens and stays open.
Alternatively, you can press and hold the button, and then drag the pointer down the list of options. When playing with the keyboard-only interface a shortcut key can be used to open the menus of the menu bar. To choose a menu option, place the mouse pointer on your selection and click the LMB. Alternatively, if you pull down a menu, the options are highlighted as you pass over them.
When the option you wish is highlighted, let the mouse button go to make your selection. From the keyboard, you make menu selections by using the keypad 8 and 2 keys to move the highlight bar up and down the menu until the choice you want is highlighted. Press the Return key to make your choice. Pressing Buttons: To press a labeled button, click on it with the LMB. Shortcut keys: Even when using the mouse, there are places when one keystroke can save several steps.
Included in the interface are several of these shortcuts. Map Interface. The map interface is explained in detail in the manual section, The Map Display. However, a few important commands are included here to help get started.
Map Scrolling: Click the LMB on any unoccupied map square to center it in the display. Click the LMB on any part of the world map in the world window to center the map display on that part of the world. Current Unit: The unit on the map that is blinking is the current unit.
It is waiting for you to give it orders. You can move it with the key-pad number keys corresponding the map direction you wish it to move. City Display Interface. The display interface is explained in detail in the manual section, The City Display. A few important commands are included below. Clock the LMB on a city on the map to open its city display. Press the exit button to close the display and return to the map. Press the Change button above the production box to open a menu of items that can be built.
To start, first boot the game. After the title and credits appear, you proceed to the selection of the following pre-game options. The first menu that appears asks you to choose which game to load: Start a New Game: If this option is chosen a new game is begun on a newly generated world. This world resembles Earth in land mass, climate, and rainfall. The new game begins in BC. Load a Saved Game: Choose this option to load a previously saved game.
As prompted, enter the letter of the drive where your saved games are located and press the Return key for the IBM. When the list of saved games appears, select the game you wish to load. Choose this option to play on Earth. Your rivals are tribe placed in their historical locations. Customize World: Choose this option to adjust your game world as you wish. From the menus that appear, choose an amount of land mass, average temperatures, amount of moisture, and starting date.
The middle option of each menu is the default Earth-like world. View Hall of Fame: Choose this option to open the Hall of Fame. Setting the Stage. When starting a new game, regardless of where, a presentation of the planet's history precedes the game start and is shown while the world is generated.
You can clear the screen to skip this story press the Return key or spacebar on the IBM , but it may take some time anyway to generate the new world.
Difficulty Levels. Choose the level of difficulty at which you wish to play. A number of factors are adjusted at each level, including the time it takes to produce new units and the pace of technological advance. This is the easiest level and is recommended for first- time players. The game provides advice when the player must make decisions. Rivals are somewhat tougher. Technology takes longer to acquire. For the occasional player who doesn't want too difficult a test.
Rivals are substantially tougher and technology comes much slower. You will need some experience and skill to win at this level. Rivals are most evenly matched with you in capability. Experienced and skilled players will play most of their games at this level as it is a strong challenge with victory far from foregone.
The most difficult level and only for those who feel the need tp be humbled. This level can be won, but not consistently. Level of Competition. Choose between 3 and 7 civilizations in the world.
More opponents is not necessarily more dangerous. The fewer the opponents, the more time you have to peaceably expand and develop before meeting rivals. More opponents means earlier contact and the risk of war. But contact with other civilizations offers opportunities for trade, alliances, and the spoils of war. Pick Your Tribe. Select your tribe from the menu of options. Where your first unit is placed on the map and the proximity of rivals is determined randomly except on Earth.
In this case, the civilizations are chosen somewhat randomly but the ones chosen do start near their historic locale. Your Name. Type is a suitably impressive name for yourself that contains no more that 14 letters. The program will suggest a name that you can accept if you can't think of something better. As each turn proceeds through the sequence, you direct the activities of your civilization, including the management of your cities, the production of new units, the building of city improvements, the movements and battles of your armies, and negotiations with other civilizations.
Each turn proceeds through the following sequence of play. A new turn begins with the advancing of the date. Depending on the current year, the date advances from twenty years to one year. The current date is found in the date window of the map display. At the beginning of a new turn there is a possibility of a natural disaster striking a city in the world.
Any disaster that occurs is reported and takes effect immediately. Disasters can result in loss of population or the destruction of a city improvement. Most disasters can be prevented by a specific city improvement or technology. If the target city is prepared for the disaster, then the disaster does not occur. City Check. Each city in your civilization is checked immediately for production, growth, unrest, maintenance, and scientific research. These concepts are explained in detail in the manual chapter Cities.
All steps are carried out for one city before the next is checked. If the city produces sufficient surplus resources to complete the item the city is producing, that item is added to the city. If your city does not produce sufficient resources to support all of the existing units for which it is the home city, units are destroyed until enough support is available.
Unit farthest away from the city are destroyed first. If the city produces sufficient surplus food, it grows by one population point. This added population is put to work on the city map. If the number of unhappy citizens exceeds the number of happy citizens due to population growth or the destruction of a city improvement by disaster, your city goes into civil disorder.
You receive a message reporting this condition. If this is the first turn of disorder, you jump ahead to the affected city's display so that adjustments can be made to return the city to order.
If the situation is not corrected, in following turns you are notified that disorder continues. Taxes collected from the city are added to your treasury. Then maintenance costs for improvements in this city are deducted. If you don't have sufficient funds in your treasury to pay the maintenance costs, one improvement is this city, chosen by local leaders, is sold.
Note that when your civilization as a whole may have a revenue surplus for the turn, you can still lose an improvement when your treasury is low. High maintenance costs for the first cities checked may deplete the treasury and force a sale before later cities contribute their cash surpluses. Scientific Research: The research contributed by this city, measured by the number of light bulbs it produces, is added to the total so far accumulated by your civilization.
If this total is sufficient to acquire the technology you have instructed your scientists to study, you receive a message informing you that you have obtained this new technology. Movement and Combat. After each city has been checked, you have the opportunity to move your active units. While a unit is moving it may engage in combat.
Each active unit is designated for movement, one after another. Each unit has the option of moving, not moving, or delaying its move until later in the turn. Combat occurs when a unit attempts to enter a map square occupied by a unit or city of another civilization. Exceptions are made for Diplomats and Caravans. Normally, either the attacking unit or all defensive units are destroyed when combat is resolved. A victorious unit with movement points left may continue moving and even attack again.
During this movement phase you may pause to perform all other management tasks for your civilization. You may wish to consult with your advisors concerning the state of your civilization's trade, or science, or check the attitude of your population.
You can examine any or all of your cities to adjust their work forces or production. This is the time to change tax rates, governments, or examine the state of international affairs.
When all active units have been moved, your game turn is over and the next civilization moves. End of Turn. Once all active units have been moved, your game turn may end.
At this point, a blinking "End of Turn" message appears in the unit identification window. As long as this message is visible you may still examine cities, consult advisors, etc. To end the turn, follow the prompt to continue the game. On the IBM, press the Return key. Once you choose to continue, you cannot examine cities, etc. Open this menu and choose "Options". One of the options on this menu is "End of Turn". There is a checkmark next to the option indicating that it is on and is to appear at the end of each turn.
To turn off the message, choose "End of Turn", and the check mark disappears. Even when the End of Turn message is turned off, it still appears during any turn in which you have no active units. When the End of Turn message is off, you receive no warning that the turn is about to end. At the moment you move your last unit, your turn is over and the next civilization begins to move. After all of the civilizations have taken their turns, there is a brief pause while the record keepers and historians examine your accomplishments to date.
The people of your civilization may reward the outstanding success of your policies by expanding and improving your palace. In addition, independent historians and chroniclers may report on where you or your civilization stands compared to your rivals. As your population grows, the people spontaneously expand and improve your palace to reflect the glory your leadership has achieved. When the total population of your civilization reaches certain milestones, you may increase the size or quality of your palace.
Clear the screen press Return, the Spacebar, or either mouse button for the IBM after the people offer to improve your palace. When a picture of the current palace appears, select whether you want an existing part improved or a new part added. Click on a button below a part of the palace to improve it or click on a button just off the edge of the palace to add to it.
From the available parts then displayed, select the one you wish to have built. Palaces can be built in three styles: A miniature rendition of your palace is shown in the palace window of the map display. There are four historians who occasionally report on the progress of the civilizations in your world. These repots are an opportunity for you to judge how you are doing. The historians are Herodotus, Pliny, Gibbon, and Toynbee.
Civilizations may be judged in any of five categories, listed below. The published list includes only the known civilizations, those with whom you have established an embassy. However, all civilizations, known and unknown, are considered in rankings.
For example, if your civilization has the third highest population but the larger civilizations are not known, you would appear at the top of the list, but shown as number three in the world. The five categories and how they are ranked follow. The number of technology advancements each civilization has acquired.
The number of happy people in each civilization's cities. The total of the attack and defense factors of each civilization's military units. The population of each civilization. The size of each civilization's treasury.
You may quit at any time, retire at any time, be destroyed by a rival, continue on until the game and the history of your civilization both automatically end, or conquer the world by eliminating all other civilizations.
If you retire or let the game run its course the performance of your civilization is judged and compared against your peers. If you have been a good manager and leader, your name may be added to the Civilization Hall of Fame. Although the game ends for scoring purposes after you win, you may be added to the Civilization Hall of Fame. Although the game ends for scoring purposes after you win, you may continue playing if you choose.
After winning, you are offered the opportunity to keep playing if you wish to see what more you can accomplish. No additional score is kept for this extra play.
Ending Play. You must be at the map display and one of your units must be awaiting orders blinking on the map. You may not quit when another civilization is taking its turn or from any other display.
When you quit, you are given one chance to change your mind. You are not shown your civilization score or entered into the Hall of Fame. To retire, open the Game menu and choose the option "Retire.
If you proceed to retire, you are shown your civilization score and entered into the Hall of Fame if you qualify. If your civilization is destroyed by on of your rivals, the game automatically ends.
You are not given a chance to start over in this world. Since you can have no score, you cannot qualify for the Hall of Fame. You may view a replay of the world's history. To play again, you must start over with a new world. Automatic Ending: A game of Civilization ends when a spaceship containing colonists from any civilization reaches the nearby Alpha Centauri star system.
All play temporarily ceases. Your final civilization score is reported and you are entered into the Hall of Fame if you qualify. However, you do not necessarily have to quit playing. Although your score is not recorded hereafter, if you wish, you may continue playing to see what the future holds. From this time on you must quit to stop playing. Conquer the World: If you succeed in eliminating all other civilizations in the world, the game automatically ends. This is the ultimate achievement possible by a civilization.
You are shown your civilization score and may be entered into the Hall of Fame. You may review a replay of the world's history. End of Game: All games automatically end for scoring purposes by a certain date, if they haven't ended sooner for other reasons.
Depending on your level of difficulty selection, scoring ceases in the following years: You win a game of Civilization by eliminating all rival civilizations; or by surviving until the colonization of space begins. The elimination of all other civilizations in the world is very hard to accomplish. You are much more likely to win by being in existence when colonists reach Alpha Centauri.
Even if the colonists are not yours, the successful direction of your civilization through the centuries is an achievement. You have survived countless wars, the pollution of the industrial age, and the risks of nuclear weapons. When the game is won by either method, your skill as a ruler is measured by a final civilization score. Civilization Score: This is the sum of the following factors, plus any bonus for space colonists or conquering the world.
In addition to the above points, if your spaceship is the first to reach Alpha Centauri you can receive a bonus score. This is 50 points per 10, colonists sent, multiplied by the success rate of your mission. Conquering the world bonus: If you succeed in conquering the world, you receive up to civilization points, plus a bonus for the date.
The faster you conquer the world, the higher the bonus. The Hall of Fame. The Hall of Fame records the best five civilizations that you have built, listed in order of their civilization ranking. This ranking is determined from the basic civilization score multiplied by a difficulty factor and a competition factor. The higher the civilization ranking, the higher the position in the Hall of Fame.
You can check the Hall of Fame when starting a new game from the pre-game options menu. Upon retirement or the automatic end of a game, you go to the Hall of Fame even if you don't qualify to enter. While at the Hall of Fame you may clear all of the current entries if you wish. On the IBM, click the Clear button. A totally new planet can be generated each game or your civilization can attempt to prosper on Earth itself. All planets are bordered by impenetrable polar ice caps to the north and south, but are not bounded east and west.
Moving off the east edge brings you back to the west edge.
New worlds are Earth-like in terms of temperature, moisture, and land mass. These factors can be adjusted if you wish to experiment with different combinations. You begin with almost no knowledge of the world. The wandering tribe that is the ancestor of your civilization represented by one or more Settler units has explored only that part of the world that it occupies or can see nearby.
The rest of the world and the other civilizations putting down their roots are hidden, over the mountains, through the forests, and across the seas. As your units move and explore, they discover more of the world, important resource sites, minor tribes, and, eventually, evidence of rival civilizations. World Geography. The world is divided into small independent parts known as squares.
Each square consists of a unique type of terrain. Each type of terrain has its own economic usefulness, effect on movement, and effect on combat.
Detailed information about terrain types is available from the Terrain Chart in the Technical Notes section or in the Civilopedia. The economic usefulness of the various terrains is important when selecting city sites. The terrain that is close to a city produces food, resources, and trade the city needs to grow and be productive. Some terrain types are more valuable than others.
Some may be irrigated or mined for increased economic value, and others may be converted into another type of terrain. When selecting sites for new cities, consider the terrain types within the radius of the prospective city.
The best city sites offer immediate food, resources, and trade production, plus the potential for long term development. A brief description of the terrain types follows. Frozen glaciers of ice and snow found near the north and south poles.
No food, resources, or trade can be obtained here. Very dry region that can be developed to be marginally productive. Some resources are present that can be mined, food can be produced if the desert is irrigated, and roads generate some trade.
These open lands have especially thick topsoils making them excellent food producing areas. Food production can be increased by irrigation. Roughly half of the Grasslands also have some resources, making them excellent city sites. Grasslands may be converted into Forests for increased resource production. An area of rolling hills that offers easy access to minerals, sources of water, pastures, and some possibility for agriculture. When mined, Hills produce excellent resources. They also produce some food and can be irrigated if necessary.
Irrigating Hills allows the irrigation to pass on to further squares that may be otherwise cut off from water. These areas of forest and dense jungle produce relatively poor amounts of food and no resources. But they can be made much more valuable by conversion into either Grasslands or Forest. For this reason, the long term potential of a city site containing several Jungles is good. This very rugged terrain can only produce a small amount of resources but this can be increased by mining.
Mountains make the best defensive terrain, but the production is so low that they make a poor economic choice for the site of a city. Oceans produce small amounts of food, but substantial trade. Only ships or aircraft can enter Oceans.
Landlocked Oceans are really lakes but are treated like other Oceans in all respects. These open areas differ from Grasslands in having poorer soil but better resources of timber and minerals. They are poor food producers unless irrigated.
Due to the presence of resources, they make good choices for city sites. Plains may be converted into forests. Rivers are great sites for starting cities and civilizations dues to the richness of riverbank soils and natural trade routes for boats. Rivers are as good as Grasslands for producing food and always generate trade. River terrain may be irrigated to increase food production. It was no accident that the first civilizations sprang up along rivers. These coastal wetlands and flooded interior lands produce only a small quantity of food.
Like Jungles, however, they can be converted into Grasslands or Forest. These sparse lands of permafrost produce only a small amount of food from grazing animals. There is no agriculture or use for irrigation. These areas cannot be converted to other terrain and make very poor city sites. These woodlands produce a modest mixture of food and resources. If more food production is needed in the area, they can be converted into plains. Special resources can occur in many terrains and add significantly to their economic value.
The location of these resources is marked by distinct symbols that are uncovered as the map is explored. More detailed information about special resources can be found on the Terrain Chart in the Technical Notes section or under the entry for their base terrain in the Civilopedia.
A brief description of the special resources follows. Coal Hills: Coal deposits represent rich sites of coal or metal ores, which yield greatly increased resources, especially when mined. Fish Ocean: Fish represent the location of underwater banks and reefs where currents and nutrients create excellent fishing grounds.
Fishing banks produce increased amounts of food. Game Forest and Tundra: The presence of game indicates excellent food sources available or the potential for good grazing.
Game areas produce additional food, but cannot be improved. Gems Jungle: Gems indicate the presence of precious stones, ivory, spices, salt, or other valuable commodities. These are good trade items and therefore generate substantial trade from the area. Gold Mountain: Gold represents a bonanza of gold or silver. The value of these deposits produces tremendous trade. Horses Plains: Horses represent an increase in resources from this area due to the benefits of using domesticated animals such as the horse or oxen to do work.
For all but the most recent periods of history, animals were an important source of lifting and pulling power. Oasis Desert: The oasis is a very fertile island in the desert that takes advantage of the presence of some water and rich local nutrients. The result is an area that produces substantial quantities of food. Oil Swamp: Oil represents the presence of mineral wealth, especially petroleum.
The result is a substantial quantity of resources. Oil resources cannot be improved by mining. If you convert terrain containing a special resource into another terrain type, the original special resource is lost. In some cases a special resource that can be found in the new terrain may appear. Minor Tribes. During exploration, minor tribes may be discovered in the world.
These are small tribes that have not yet advanced to be civilizations. If you enter a minor tribe's village by moving onto it, a number of things may happen. You may discover a scroll of ancient wisdom that advances your civilization, your magnificence may inspire them to become civilized and found a new city in your empire, or they may prove to be extremely violent barbarians. From here you control the movement and combat of units throughout the world, monitor the moves and development of other civilizations, and summon the reports of advisors.
From the map display you can examine he known geography of any part of your empire and those of your rivals. The map display consists of six parts: Map Window. The large map window in the display shows one part of the world map in detail. Here you can examine the terrain, control the movements of units, scout sites for new cities, and prepare war plans. When your civilization is just getting started, most of the world is unknown. The map is covered and hidden from view.
As your units move and explore, the hidden areas are discovered and the map fills in. It is useful to uncover the world quickly to find good areas for expansion, absorb any minor tribes nearby, locate opposing civilizations, and determine likely avenues of approach by enemies.
There are a number of ways to quickly change maps and otherwise look at different parts of the world. These are described below. Interface controls are explained for using a mouse with an IBM system. Change Maps: You can quickly scroll around the world changing the map visible in the map display.
See the section World Window below for another way to quickly change maps. Center on Unit: You can center the map on the unit now waiting for orders blinking , regardless of where it is in the world. If the waiting unit is not visible, the map scrolls so that the unit appears centered.
Press the Center key. On the IBM, press the C key. Find City: You can center the map on any known city in the world.
Pull down the Game menu from the menu bar and choose the option "Find City. The map scrolls and centers on the city. If you have not yet discovered the location of a city, nothing happens when you try to find it using this method. Note that you do not need to type in the entire name of the city, just enough letters to distinguish it from any other city in the world. World Window.
This window in the top left of the display shows a map of the entire world. It is centered on the part of the world currently shown in the map window. A box is positioned on this world map colored white on the IBM to show what part is now visible in the map window. In the early days of your civilization, while most of the map is still unknown, the world window is of little help in showing where you are located in relation to other islands and continents.
Because this window centers on the map display, if most of the world is hidden, you cannot know where the polar caps are or even what hemisphere you occupy. You may be quite near one of the polar caps but not know it.
After some exploration, you can better judge your location and that of your rivals. You can use the world window to speed the scrolling of the map display. The world window shifts and the map window scrolls to center on the position you pointed to.
Menu Bar. The menu bar is found across the top of the map display. From here orders may be passed to units and various reports from advisors may be summoned. There are five menus available: Game, Orders, Advisors, World, and civilopedia. The Orders menu lists any special commands that can be given to the unit waiting for orders, in addition to normal movement commands.
The Advisors and World menus have special reports that can be requested from your various advisors. The Civilopedia menu gives access to the on-line encyclopedia of Civilization. Use this to quickly obtain information on many different topics such as technology advances, military units, military units, terrain, etc.
The options available from the Game menu are the following.
To change your civilization's type of government, you must have a revolution. The government goes into Anarchy for a few turns and a new type of government may be chosen. You must have acquired specific technologies to choose a government other than Despotism. Tax Rate: The trade that cities generate arrives as luxury goods, tax revenue, and new ideas technology research. Here you can change the percentage that becomes tax revenue. See trade rates below or more information. Luxury Rate: Change the percentage of trade brought in as Luxury goods.
See Trade Rates below for more information. Choose this to locate a city in the world. Type in the name of the city you wish to find. The map window centers on the city.
Choose this menu option to turn on or off some game features. A check mark next to the feature indicates that it is on. Choosing an option that is on turns it off and vice versa. Instant Advice provides some helpful hints for new players.
The Autosave feature automatically saves your game every 50 turns. When End of Turn is on, a message reports the end of each turn and must be cleared for the game to continue. If you have no active units, this message appears whether toggled on or off. Animations may be on or off. Save Game: Choosing this option stops play to save your game. On the IBM, follow the prompts for entering the drive where you wish the game to be saved. Ends the history of the civilization you now rule, calculating your score.
If the score is high enough, you may enter the Hall of Fame. Note that your civilization is lost if not saved first. End the history of the civilization you rule. No score is calculated and your civilization is lost if not saved first. Palace Window. This presents a miniature rendition of your palace. Its breath and grandeur is a description of how well your civilization is progressing. If your civilization prospers an grows, the people recognize the glory of your leadership by periodically improving and expanding your palace.
The relative magnitude or shoddiness of your palace is displayed for you, your advisors, and international emissaries to see. Status Report. The entries and symbols here report the current date and several facts concerning the status of your civilization. The date is reported in years plus the notation BC or AD. The normal game begins in BC. Each turn represents the passing of so many years, depending on the current date.
The amount of cash in your treasury. The size of your civilization's population. Trade Rates: The three numbers separate by periods are your trade rates. The first number is the percentage of your trade that provides luxuries. The second rate is the percentage that becomes tax revenue added to the treasury.
The third rate is the percentage put towards new ideas to help learn new technology. Luxury goods are cultural pleasures like music, art, sports, and the theater that people enjoy when they have leisure time.
The more luxuries that can be provided, the more happy citizens in your cities. Tax revenue goes into the treasury and is needed to maintain existing city improvements. Excess taxes over maintenance needs accumulate in the treasury and can be spent later. Taxes, especially high ones, tend to make the people unhappy. The more new ideas and scientific research accomplished, the faster new technology is acquired.
Each of the three by-products of trade has its benefits. As time passes and cities grow, you may have to adjust the trade rates often to provide a minimum amount of taxes and science research while keeping the population content as a whole. By setting these two rates, the science rate is set by default. New Ideas: This scientific research indicator, shaped like a light bulb, shows how near you are to making a civilization advance.
The nearer you get, the more the light bulb fills in yellow on the IBM. When the bulb is full bright yellow , it is on, indicating that you have acquired a new technology. Once the idea is reported and your scientists are sent off to study something else, the light bulb is turned off. As your scientists progress, it gradually turns on again. The environment indicator is the sun, and its color shows how great is the risk of global warming.
When there is no risk of global warming, the sun indicator is not present. With the first case of pollution, the sun indicator appears colored dark red on the IBM. If pollution continues, the color gradually changes on the IBM to light red, yellow, and then white. If pollution is not brought under control when the indicator is brightest white on the IBM , the planet suffers a bout of global warming and then the indicator reverts to a cooler color reflecting the new equilibrium.
Pollution and environmental problems can also be caused by nuclear reactor meltdowns and fallout from nuclear weapons. The Unit Identification Window. The information reported here refers to the unit currently waiting for orders. This is the unit blinking. If the unit is not visible, press the Center key to center the map so that it is. The following information is shown. The name of the civilization to which the unit belongs. Unit type: The type of unit and whether it is a veteran or not.
The number of movement points the unit has remaining. If you are finished moving a unit that has movement left, press the No Movement key the Spacebar on the IBM to skip to the next unit.
Note that points are shown in thirds after the decimal point when moving along Roads because Roads triple movement. For example, a unit that begins with 1 movement point and moves one square along a Road would be shown with. Also, units beginning on a square containing a Railroad and moving along the Railroad spend no movement points. Home City: The name of the city that is supporting the unit and normally the city where it was built.
This may be useful when one of your cities is threatened with capture because all units supported by a captured city are destroyed. The terrain type of the square the unit is in. This terrain report disregards the presence of a city but does mention other improvements such as irrigation, roads, railroads, etc. Other Units: At the bottom of this window are shown any friendly units that also occupy this square.
Units within a heavy black border are fortified. Units faded out are on sentry duty. In addition you control parties of Settlers looking to found new cities, Diplomats, and Caravans seeking to establish trade routes. Through the years a majority of your time is spent moving and positioning armies. A strong military is required first for defense against rivals and barbarians. They are also the eyes of your civilization, exploring the world as they move.
They can also serve you by defeating armies of your rivals and conquering their cities. Armies can be ground military units Legions, Cannons, and Armor for example , naval units Triremes, Ironclads, Battleships, etc. Also available are four special units: Settlers, Diplomats, Caravans and Nuclear units. All unit types available are described in the Civilopedia section Military Units.