Civilization Manual
typed, formatted, indexed, and put into HTML by The TTG Guy



  CONTENTS
 
 

COPY PROTECTION ANSWERS

1. TECHNICAL NOTES

Contents
Required Equipment
Installation
Loading
Controls
Additional IBM Features
Keyboard-Only Interface
Copy Protection
Terrain Chart

2. INTRODUCTION

Introduction
Cities and Civilizations
Before You Start
Interface Introduction
Pre-Game Options
The Game Turn
Ending The Game & Winning

3. THE WORLD

The World Map
The Map Display
Settlers, Soldiers, and Envoys
Governments
Advisors/World Reports
Civilopedia
Planetary Caretaking
Diplomacy
The Space Race

4. CITIES

Cities
The City Display
City Improvements
Wonders of the World
Disasters


TTG'S CONCLUDING NOTES


COPY PROTECTION ANSWERS

Advanced Flight
(Flight & Electricity)
Astronomy
(Mysticism & Mathematics)
Atomic Theory
(Theory of Gravity & Physics)
Automobile
(Combustion & Steel)
Banking
(Trade & The Republic)
Bridge Building
(Construction & Iron Working)
 
Chemistry
(University & Medicine)
Chivalry
(Horseback Riding & Feudalism)
Combustion
(Refining & Explosives)
Communism
(Philosophy & Industrialization)
Computers
(Mathematics & Electronics)
Conscription
(The Republic & Explosives)
 
Construction
(Masonry & Currency)
Democracy
(Philosophy & Literacy)
Electricity
(Metallurgy & Magnetism)
Electronics
(Engineering & Electricity)
Engineering
(The Wheel & Construction)
Explosives
(Gunpowder & Chemistry)
 
Feudalism
(Masonry & Monarchy)
Flight
(Combustion & Physics)
Fusion Power
(Nuclear Power & Superconductor)
Genetic Engineering
(Medicine & The Corporation)
Gunpowder
(Invention & Iron Working)
Industrialization
(Railroad & Banking)
 
Invention
(Engineering & Literacy)
Labor Union
(Mass Production & Communism)
Literacy
(Writing & Code of Laws)
Magnetism
(Navigation & Physics)
Mass Production
(Automobile & The Corporation)
Mathematics
(Alphabet & Masonry)
 
Medicine
(Philosophy & Trade)
Metallurgy
(Gunpowder & University)
Monarchy
(Ceremonial Burial & Code of Laws)
Navigation
(Map Making & Astronomy)
Nuclear Fission
(Atomic Theory & Mass Production)
Nuclear Power
(Electronics & Nuclear Fission)
 
Philosophy
(Mysticism & Literacy)
Physics
(Mathematics & Navigation)
Plastics
(Refining & Space Flight)
Railroad
(Steam Engine & Bridge Building)
Recycling
(Mass Production & Democracy)
Refining
(Chemistry & The Corporation)
 
Religion
(Philosophy & Writing)
Robotics
(Plastics & Computers)
Rocketry
(Advanced Flight & Electronics)
Space Flight
(Computers & Rocketry)
Steam Engine
(Physics & Invention)
Steel
(Metallurgy & Industrialization)
 
Superconductor
(Plastics & Mass Production)
The Corporation
(Banking & Industrialization)
The Republic
(Code of Laws & Literacy)
Theory of Gravity
(Astronomy & University)
Trade
(Currency & Code of Laws)
University
(Mathematics & Philosophy)




 1.TECHNICAL NOTES
 
 




CONTENTS

        Your Civilization game should contain this manual and a set of high-density 5 1/4" disks or high density 3 1/2" disks.

REQUIRED EQUIPMENT

        Computer: This simulation requires an IBM PC, XT, AT, PS/2, Compaq, Tandy 1000, or a computer 100% compatible with one of those models. The machine must have at least 640k of RAM.
        Controls: The simulation is best run with a mouse and keyboard, but may be run entirely from the keyboard.
        Display: The simulation requires a color monitor with an IBM EGA, MCGA, VGA, or Tandy 1000 graphics system. EGA systems must have 256k on the graphics card (standard on all but the earliest releases). The simulation will not run on a system with a monochrome monitor. If you are using a compatible graphics card/monitor, it must be 100% hardware compatible to one of the above.
        DOS: You must have IBM or MicroSoft DOS, version 3.0 or higher.

INSTALLATION

Installation Concepts

        Civilization is not copy-protected. This means you can copy the game files from the original disks however you prefer -- to other floppy disks, or to a hard disk. These files are normal in all respects, and should not cause special problems when backing up, restoring, or optimizing a hard disk. However, keep the original disks handy.
        Civilization has been left unprotected for your convenience in making back-up copies and when playing from a hard drive. However, making additional copies to give away or sell is a Copyright violation. See the Copyright notice at the end of this game manual.

Installation on Floppy Disks

        This simulation is designed to run using copies of the original (distribution) disks, but no information will be supplied in the box. You can run the game using the distribution disks, but no information will be saved. We suggest making back-up copies of and using those to play from. A description of how to make back-up copies follows. Also, format disks before doing any copies -- to make sure the disk is "clean" and in good operating condition.
        Format a Floppy Disk: Formatting a disk requires that you boot your computer with DOS, and at the ">" prompt type the appropriate format command. For example, on most machines, this is "FORMAT A:" to format a floppy disk in the A: floppy drive. For details, consult the description of "FORMAT" in your DOS manual.
        Regardless of the type of drive that you have, format one disk for each of the game disks and one disk for your save-game files.
        Copy to newly formatted disks: After formatting disks, now use the DOS "COPY" command to copy the disks with *.* as the file designators. Typically, this command is entered as "COPY A:*.* B:*.*", even if you just have one floppy drive. For details, consult the description of "COPY" in your DOS manual.

Installation on a Hard Disk

        You can copy the original (distribution) disks onto a hard disk. The files copied are standard DOS files. They can be copied, erased, and optimized as desired.
        Install Program: For your convenience, batch files are included that automatically install the program onto your hard disk. To use these files, place the "#1" disk in your A: drive, type either "INSTALLC", "INSTALLD", or "INSTALLE", and press Return (Enter), and follow the prompts. Use the command INSTALLC f your hard drive has only one partition. Use the INSTALLD or INSTALLE command if your hard drive has more than one partition and you would like to install the game on your second or third partition.
        Warning: The install batch file assumes that you will install from a floppy drive A: onto hard disk C:, D:, or E:. If your hardware configuration is different, do not use the batch file. Instead, you must manually copy the files from the floppy to the hard disk, using the DOS "COPY" command.
        Technical Notes: This install program creates a subdirectory on your hard disk titled "MPS" and a subdirectory of it titled "CIV". The program copies all files into the CIV subdirectory. It then copies a runtime batch file into the MPS directory titled "CIV.BAT", for your convenience. Experienced IBM users should feel free to modify or move "CIV.BAT".

LOADING

Loading from Floppy Disks with a Single Drive

1.Boot your machine using DOS (version 3.0 or higher recommended).
2.Insert disks: When the "A:>" prompt appears, remove the DOS disk and insert the Civilization "#1" disk. Thereafter during play you are prompted when you must remove the "#1" disk and insert the "#2" disk. Note that at certain times the game accesses the "#1" disk for information, so do not remove the "#1" disk from your drive once the game has begun unless prompted to make a switch. Also, be aware that game animations and certain additional graphics are only available from two disk or hard drive systems. Use the back-up copies made in the install instructions above.
3.Set Speed: If you have a "turbo" or multi-speed computer, use your normal speed setting.
4.Load Program: Type the following:
CIV
 
and press return. The simulation will begin loading.

Loading from Floppy Disks with Two Drives

1.Boot your machine using DOS (version 3.0 or higher recommended).
2.Insert disks: When the "A:>" prompt appears, remove the DOS disk and insert the Civilization "#1" disk. Put the "#2" disk in the second drive to start. Do not remove a disk from your drive once the game has begun unless prompted to do so or saving or loading a saved game from a saved game disk. Use the back-up copied made in the installation instructions above.
3.Set Speed: If you have a "turbo" or multi-speed computer, use your normal speed setting.
4.Load Program: Type the following:
CIV
 
and press return. The simulation will begin loading.

Loading from a Hard Disk

        This assumes your machine runs under DOS when it boots, which is true in 99+% of all IBM and compatible machines with hard disks.
1.Turn on your machine. If it is already on, exit all programs and return to the MPS directory with the "CD" DOS command. For example, if your hard disk is C: then "cd C:\MPS" does this.
2.Set Speed: If you have a "turbo" or multi-speed computer, use your normal speed setting.
3.Load Program: Type the following:
CIV
 
and press return. The simulation will begin loading.

Graphics Options

VGA: Select this option if you have a VGA graphics board.
MCGA: Select this option if you have a PS/2 or an MCGA graphics board.
EGA: Select this option if you have an EGA graphics board. This option provides 16 colors.
Tandy 1000: Select this option if you have a Tandy 1000. This option provides 16 colors.

Sound Driver Options

        When Civilization loads it asks you to select a sound option. The current options include the following:
        No Sound: This turns off all sound throughout the game.
        IBM Sound: This default sound is appropriate to all IBM PC, XT, AT and PS/2 machines with no special sound hardware.
        Tandy Sound: Only use this option on Tandy computers, which include a special music chip.
        Ad Lib/Sound Blaster or Compatibles Sound Board: Only use this option if you've added to your computer the Ad Lib music board or a compatible.
        Roland LAPC-1 MIDI Board: Only use this option if you've added this sound board to your computer. An MT-32 or CM32L can also be used with an MPU-401 compatible MIDI interface. If you encounter problems when using Roland sound hardware, remove any other MIDI input connection and try again.
        Custom Drivers: In the future, MicroProse may supply custom sound drivers for new sound boards. To install one of these, copy it into your game directory (disk B if on floppies), rename the driver program to XSOUND.EXE and select "Custom sound driver" when starting the game.

Loading Problems?

        The latest notes regarding the game and "compatibility issues" can be found on disk in an ASCII file named "READ.ME", which can be read with standard DOS commands such as "TYPE READ.ME".
        If the program does not load or run correctly, turn off your machine and restart it. Make sure DOS and Civilization are the only programs loading into memory. Certain RAM-resident programs or tools can conflict with Civilization.
        If you receive a message stating that you do not have enough memory, try playing with EGA graphics instead of VGA or with IBM sound instead of Ad-Lib or Roland sound.
        If you continue to have trouble, try the original Civilization disks. Your copies may be bad. If the original doesn't work, try the original Civilization disks in another PC. If the disks work in another machine, then your machine has compatibility problems (i.e., some aspect is not entirely IBM compatible). Try a different machine speed, or a keyboard/mouse, graphics, or sound option. Sometimes an alternate setting will work.
        If you have trouble loading on other machines as well as your own, you may be one of the tiny percentage with a defective disk. In such cases, contact MicroProse Customer Service at (410) 771-1151, Monday through Friday, 9am-5pm Eastern time. Please have a pencil and paper handy.

Saved Games

        You may savegames currently under way and continue them later. Games may be saved onto your hard drive or a previously formatted saved game disk. You may not save your games onto your game disks or back-up game disks. To save a current game, pull down the Game menu and choose "SaveGame". When you have the GameOption "Autosave" turned on, your game is saved every fifty turns.

Saving Games to a Floppy Drive
1.Place your previously formatted saved game disk in the floppy drive you wish to save to, normally either your A: or B: drive (Be aware that you cannot format a hard disk while the game is underway, so have formatted disks handy.)
2.Enter the letter of the drive where you previously placed your save game disk and Press return.
3.This opens the saved game files on your save game disk. Move the highlight to the file into which you wish to save your game and press return. This saves your game into the file.

Saving Games to a Hard Drive
1.The letter of your hard drive is already shown in the window, so simply press Return.
2.This opens the saved game files on your save game disk. Move the highlight to the file into which you wish to save your game and press return. This saves your game into the file.
        You may only have a limited number of games saved on any disk. If the game files are full on any disk, move the highlight to the existing saved game you wish to overwrite and press return. This writes the new saved game over the old one, erasing the old one. If you don't want to erase any game on a full disk, hit the ESC key to return to the game, and start the save game process over. However, you cannot format a disk while the game is underway, so have additional formatted disks handy.

Loading a Saved Game

        Saved games can only be loaded as a pre-game option. To load a saved game, follow these instructions:
1.Choose the option "Load a Saved Game" when you start the game.
2.Type the letter of the drive where the saved game disk is located, either on your hard drive (D: or C: normally) or a floppy drive (A: or B: normally).
3.After selecting the drive, press return.
4.This opens the saved game files on your save game disk. Move the highlight to the file into which you wish to save your game and press return. This saves your game into the file.
        All saved games consist of two files, a CIVIL#.SVE file and a CIVIL#.MAP file. Each file is differentiated by the name you chose for yourself when the saved game was started and the year when it was saved. Saved game files are normal DOS files that can be moved and copied with normal DOS commands.

CONTROLS

Game Commands
FunctionKeyboard
Center map on active unitC key
Change menu highlightNumeric keypad keys1
Choose menu optionReturn key/Spacebar2
Leave menu or screen scape key
Map cursor on/offTab key (keyboard-Only interface)
Menu help Alt + H keys (where noted)
Quit game Alt + Q keys
Scroll mapShift + numeric keypad direction key
Sound off/onAlt + V keys
Toggle units on/offT key

Unit Commands
FunctionKeyboard
Agricultural improvement*I key
Build fortress*/FortifyF key
Build Railroad*R key
Build Road*R key
Clear Pollution*P key
DisbandShift + D key
Found new city*B key
Go ToG key
Home cityH key
Industrial improvement*M key
Move unitNumeric keypad direction keys
No ordersSpacebar
PillageShift + P key
SentryS key
Unload shipU key
WaitW key

Short Keys Information
FunctionKeyboard
Change Luxury rate - key
Change Tax rate= key
Find cityShift + ? key
Open Menu Bar menuAlt + first letter key
Save gameShift + S key
City StatusF1 function key
Military AdvisorF2 function key
Intelligence AdvisorF3 function key
Attitude AdvisorF4 function key
Trade AdvisorF5 function key
Science AdvisorF6 function key
Wonders of the WorldF7 function key
Top 5 CitiesF8 function key
Civilization ScoreF9 function key
World MapF10 function key

City Display Commands
(Keyboard-Only Interface)
FunctionKeyboard
Change production mapP key
Change Specialist1-8 key
Sell improvement S key
Activate unitA key
Change productionC key
Buy productionB key

ADDITIONAL IBM FEATURES

Name Your Tribe

        The following additional features were added to the IBM version.

        While selecting your pre-game options you may insert any name you wish for your tribe instead of selecting one of the fourteen available from the Select Your Tribe menu. To insert a name of your own, press the Escape key when the tribe menu opens. Then type in the name you wish and press the Return key to enter it into the game. It is recommended that the name be made plural, such as "Scots, Franks," or "Hittites," so that the game text reads correctly. Thereafter your civilization is known by this name.

Menu Help

        When you have opened the production change menu from the city display, or when you are asked to select a new advance for your scientists to pursue, you may obtain access to the Civilopedia to help you make your decision. Using the mouse, click the RMB on any selection to read about it from the Civilopedia. Using the keyboard-only interface, press the Alt + H keys to open the Civilopedia. Menus that have this help function indicate that it is an option.

Additional Game Menu Options

        There are two more choices available under the Options selection of the Game Menu: Sound and Enemy Moves. As for all Options choices, a check-mark indicates the option is off.
        Sound: Choosing the Sound option toggles the music and effects off and on.
        Enemy Moves: When this option is on, the program shows you the moves of all enemy units that you are aware of. When off, you see only the enemy moves that cause combat, or those that occur on the part of the map currently visible in the map display. Turning off enemy moves may have the effect of speeding play later in the game when there are many enemy units moving.
        In addition, two other options need further comment.
        Animations: It is recommended that anyone playing from floppy disks turn off Animations as this significantly speeds play.
        AutoSave: Each floppy disk has ten saved game slots. The first four, numbered 0-3, are for games saved on demand from the Game menu. The other six, numbered 4-9, are for games saved through the AutoSave option.

Production

        When the change production menu is open on the city display, showing what items can be built in a city, some items may be marked with an "*" symbol. This symbol indicates that the item has already been made obsolete by the advance of technology, even though you may still build it.

Unhappy People

        Under Republics and Democracies, people are made unhappy b ground units and ships not in their home city. People are also made unhappy by air units and nuclear bomb units, regardless of location.

Replay Options

        When you retire from play, a menu opens offering the option of reviewing a variety of replays of your civilization's history. You can choose the Quick Replay, the Complete Replay, or Write Replay to Disk.
        Quick Replay: This replay shows the basic land mass of the world and repots the founding, capture, and destruction of cities by all civilizations throughout the game. From this replay you can quickly see what happened while you were busy in your part of the world. This replay proceeds on it's own.
        Complete Replay: The complete replay shows the information reported in the quick replay, but also reports who first achieves each civilization advance, who first builds each unit and Wonder, changes in the state of war or peace between civilizations, and the destruction of civilizations. At various dates this replay reports your standing in the world. The complete replay stops after each information report. You must press the Spacebar or the Return key to proceed.
        Write Replay to Disk: Choosing this selection writes the Complete replay information into a text file named "Replay.txt" that is saved on your hard disk. In addition, a map of the world is also saved. This map shows all land mass and the location and nationality of all cities. It also shows where cities that have been destroyed were located. Once you have left the program you can print this information out as a text file and you may read it by opening it in a text editing program.

Powergraph

        When you retire, a Powergraph appears showing the relative strength over time of the civilizations in the game, including yours. The power of all civilizations in the game is indicated on the graph by lines in the civilization's color. The higher a line climbs, the greater the power of the civilization. Civilizations that are destroyed have their lines fall to the bottom of the graph. For this graph, power includes everything your civilization possesses, including cities, population, improvements, Wonders, your treasury, and units.

KEYBOARD-ONLY INTERFACE

        If you do not use a mouse, you must use the following controls to perform functions otherwise handled by the mouse. All other IBM keyboard commands noted in the manual operate normally.
        Menus: All menus listed in the Menu Bar may be opened by pressing the Alt key plus the first letter of the menu's name. Use the arrow keys or the numeric keypad keys to move the menu highlight up or down. The keypad 8 key moves the highlight up and the 2 key moves the highlight down. Press the return key to select the option that is highlighted.
        Buttons: Almost all buttons are operated in the same manner. Enter the key for the first letter of the button's name to press the button. The only exceptions are the "Info" buttons on the Intelligence Report which are numbered and opened by pressing the correct number key.

Map Display

        At the map display, press the Tab key to turn on the map cursor. This white box appears on the currently active unit or at the center of the map window. The cursor may be moved around the map using the numeric keypad keys. When the cursor is moved off of the map window, the map scrolls, re-centering on the cursor.
        Jump Map: You can jump around the map faster by holding down the Shift key while pressing the keypad direction keys.
        Activating Units: Units on sentry duty or fortified may be activated by moving the cursor onto their map square and pressing the Return key. This opens a menu of the units in the square. Highlight any unit you wish to activate and press the Return key again. When you have finished activating units in the square, press the Escape key to return to the map.
        Opening City Display: To open a city display, move the cursor onto the city's map square and press the Return key.

City Display

        All buttons on the city display are operated by pressing the first letter of the button's name.
        City Map Changes: To remove people from the workforce or rearrange where the people are working on the city map press the P key. This places the cursor on the city square. Use the arrow or keypad keys to move the cursor around the city map. When the cursor is on the square from which you wish to remove the people, press the Return key. This removes the workers from the square and converts one citizen in the population roster to a specialist.
        To put a specialist back to work on the map, move the cursor to the correct empty square and press Return. The specialist converts back to a normal citizen and the square goes back into development.
        If you currently have no specialists and press return while the cursor is on an empty square, the workforce is rearranged on the map as your advisors recommend.
        When you are finished making changes on the city map, press the Escape key.
        Specialists: Each time you create a specialist, he appears as an Entertainer in the population roster. Specialists are numbered 1-8, beginning from the left. You can convert Entertainers to Taxmen and Scientists by pressing the number key that corresponds to the Specialist. For example, to convert the second Entertainer from the left into a Scientist, press the 2 key twice. The first press of the 2 key converts him into a taxman and the second converts the taxman into a scientist. A third press makes him an entertainer again.
        Specialists are converted back to normal citizens by putting them back to work on the city map, as explained above.
        Selling Improvements: To sell and improvement, press the S key. This turns the improvement roster into a normal menu with a highlight bar. Move the highlight bar to the improvement you wish to sell and press return. The improvement is sold and disappears from the roster.
        Activating Units: Units on sentry duty or fortified within the city may be activated from the information window. Press the Info button to show the units if they are not already visible. Sentry units are faded out and fortified units have a black border around them. To activate these units, press the A key. This makes the first unit blink. Use the keypad direction keys to move the cursor to the unit you wish to activate and press the return key. This activates the unit. When you are finished activating units, press the Escape key.

COPY PROTECTION

        Although the software is not protected against copying, there is a form of paper protection included. After every 50 turns you are asked to answer a simple question regarding the civilization advances included in the game. You are shown the picture of an advance and asked to choose the prerequisites for it from a list. You are given a range of pages in which the correct answer can be found. Because this special version of Civilization has a different manual from store-bought versions of the game, the page numbers listed are incorrect. To answer the quiz, find the name of the advance in the Copy Protection Answers section of this manual, and select the prerequisites listed with it.

TERRAIN CHART

TerrainMovement Point CostDefense BonusEconomic ValueIMRoad
Arctic20%nothingno effectno effectno effect
Desert10%R+1 F+1 R +1 T
Forest250%F RRPlainsno effectno effect
Grassland150%FF R?+1 FForest+1 T
Hills2100%F+1 F+3 Rno effect
Jungle250%FGrasslandForestno effect
Mountains3200%Rno effect+1 Rno effect
Ocean10%F TTno effectno effectno effect
Plains10%F R+1 FForest+1 T
Rivers150%FF R?+1 Fno effectno effect
Swamp250%FGrasslandForestno effect
Tundra10%Fno effectno effectno effect

Notes

1. I=irrigation or agriculture improvement; M = mining or industrial improvement; F = food; R = resources; T = trade; R? = 50% chance of resource being present.
2. Government effects: Economic value of any commodity that equals three units or higher is -1 unit under Despotism/ Anarchy. Trade is +1 for any square already generating trade under Republic/ Democracy.
3. Movement along Roads costs 1/3 movement points per square.
4. Railroads increase all commodities by 50%, rounded down. Movement along Railroads costs 0 movement points.

Special Resources

TerrainMovement Point CostDefense BonusEconomic ValueIMRoad
Coal2100%F RR+1 F+3 Rno effect
Fish10%FFF TTno effectno effectno effect
Game (For.)250%FFF RRHorsesno effectno effect
Game (Tun.)10%FFFno effectno effectno effect
Gems250%F TTTTGrasslandGameno effect
Gold3200%R TTTTTTno effect+1 Rno effect
Horses10%F RRR+1 FGame+1 T
Oasis10%FFF R+1 F+1 R+1 T
Oil250%F RRRRGrasslandGameno effect
Seals20%FFno effectno effectno effect
 
 
 
 2.INTRODUCTION
 
 

  INTRODUCTION
        Civilization casts you as the ruler of an entire civilization through many generations, from the founding of the first cities 6,000 years ago to the imminent colonization of space. It combines the forces that shaped history and the evolution of technology in a competitive environment. You have great flexibility in your plans and strategies, but to survive, you must successfully respond to the forces that historically shaped the past.
        When play begins, your civilization is small and requires only a few decisions each turn. But each decision can have important ramifications later. A number of displays make it easy to understand the issues and implement action. If you prove an able ruler, your civilization grows larger and even more interesting to manage. Inevitable contact with neighbors opens new doors of opportunity: treaties, embassies, sabotage, trade, and war.
        As time passes, the number of important decisions required each turn increases. First you must think tactically: location of cities, production of military units or city improvements, exploration of the immediately surrounding lands. Soon, strategic plans must be formulated: war or peace with immediate neighbors, when to explore and expand overseas, when to change your type of government, where to focus technological research.
        The success of the civilization that you build depends upon your decisions. As ruler, you manage the economy, diplomacy, explorations, technology research, and war machine. Your policies must be flexible in an evolving world. Military units inevitably become obsolete and need replacement as more advanced technologies appear. The balance of power among your rivals can shift. Economic and governmental policies may have to be modified, lest you fall behind in critical technologies.
        The past civilizations of Alexander the Great, the Hittities, Napoleon, Genghis Khan, and others all held pride of place on the world's stage at one time, but all eventually collapsed. You are challenged in Civilization to build an empire that stands the test of time. You may succeed where your predecessors failed. If you locate cities properly, build them soundly, defend them aggressively, and neutralize the danger from potential enemies, the descendants of your tribe may not only survive, but lead the colonization of space.

  CITIES AND CIVILIZATIONS
        Civilizations appeared as agriculture and technology developed to the point where humankind could gather food and live in cities. With only part of the population needed to provide food for all, the rest could afford to specialize in the tool making, trading, engineering, and managing, that urbanization made possible. Specialization improved efficiency and production. Cities encouraged a rapid exchange of ideas. A teacher could reach many students at once, not just a few.
        City residents cultivated the nearby fields, logged the forests, and gathered fish from the rivers, returning each night with the result of their labors. This produce and raw material was bartered in the city markets for the goods and services of others. Charcoal from one area and iron ore from another might be taken into the town smelter who made the iron that the blacksmith turned into tools.
        But cities developed unique problems. As they grew in size it became more difficult to provide sufficient food from nearby farmland. Over- crowding, menial jobs, and living conditions often led to unrest among the poorer citizens. Prosperous cities became tempting targets for rival civilizations and barbarian invaders. Cities and civilizations that developed better management and new solutions to these grew and prospered. Those that failed have left their ruins around the world as warnings.
        In Civilization, as in history, a key step and a fundamental concept is the founding and management of cities. The civilization you are about to rule begins as a prehistoric wandering tribe that has just reached that critical stage where it is capable of building cities. The first step is to build one city and from there expand. As your civilization grows, cities will spread over several islands and continents.
        Each city acts as a giant processing plant for the food, resources, and trade of the adjacent lands. The people of a city go out and work the nearby farmland, mines, forests, and the city converts the result of their labor into more people, armies, cash, luxury goods, temples, universities, etc. Raw materials are transformed by cities into the power and ideas your civilization needs to prosper.
        Food that is collected feeds the local population. When there is a food surplus the population grows. Your first city has a small population that can only work part of the land the city controls. As the city population grows, more land can be worked, increasing production. Before long you can afford to send settlers from the first city to another nearby.
        Resources are the lumber, metals, energy sources, and other raw materials that are used in industry. Through the craftsmen and shops of the city these resources are made into items useful at home or elsewhere in your civilization. Larger cities normally generate more resources and thus build things faster. Each city can build only one item at a time. This could be a military unit such as a Phalanx or Battleship, a city improvement such as a Temple or University, or perhaps a Wonder of the World.
        Trade is generated by the highways of commerce: roads, rivers, and oceans. All nearby trade passes through the city bringing in luxury goods, cash, and new ideas. Your policies can adjust how trade is divided among luxury goods, cash, or research. There may be times when a city requires more luxury goods to make more people happy, or times when more tax revenues are needed in the treasury. Higher taxes mean more revenue, but may result in more people becoming unhappy.
        As your cities grow they require more care in keeping them productive. Large cities are desirable for production but have inherent problems. A critical one you must deal with is the happiness of the population. The people can range from happy, to content, to unhappy. Having to many unhappy people may lead to revolt.
        Luxury goods make people happy but may mean fewer tax revenues or a reduced flow of technology. By adjusting the flow of luxuries, changing types of government, building city improvements, instituting martial law, and other means, it is possible to keep even the largest city content and productive.
        Technology is a second concept fundamental to Civilization. To make the transition from wandering hunter-gatherers to city dwellers, humankind had to possess some essential knowledge and skills. To advance beyond the first stages of city dwelling requires a corresponding advance in knowledge.
        At the start of Civilization, with your tribe poised on the threshold of history, they already possess some basic knowledge. The people understand agriculture, irrigation, construction of roads, and the construction of homes and other buildings. But this isn't enough knowledge to survive through the coming ages. Learning new technologies opens the door to new abilities. A small island-bound civilization that learns Map Making can now build ships and expand overseas.
        The time it takes to acquire new technology depends on how much of your trade is allotted to new ideas. You must choose between luxuries that make the people happy, cash for the treasury, and technology research. The more trade allocated to this research, the faster the next step is acquired. When enough research has been done, your civilization acquires the new technology and can begin working on something new.
        The world where your civilization exists is mostly unknown to you, a mystery except in the immediate vicinity. To find out more about it you must explore. Not only is the world hidden, but also unknown are the locations of other civilizations.
        Other civilizations, especially those nearby, complicate your tasks as ruler. Each is ruled by one of your peers, and they are competing for the same resources and opportunities as you. They also are looking to expand and grow; at your expense if given the chance. Once contact is made, you can no longer concentrate solely on the growth and expansion of your civilization. Now you must assess the strength of rivals, adequately provide for the defense of your cities in case of war, or consider making war yourself.
        Successful wars can be very useful. Capturing cities is much easier than building them up from nothing, and may provide loot in stolen technology and cash. Weakening rivals reduces the threat they pose. However, long, costly wars may allow unengaged rivals to expand and grow in strength while you spend resources on arms.
        To explore the unknown and contend with your rivals, you can build armies, navies, and other special units in your cities. Once an army or naval unit has been built, it is available for movement and combat. These units extend the power of your civilization around the world. When they enter hidden areas of the world, the shroud of mystery is removed and that area becomes known. In this way you uncover the world, finding suitable areas for new cities and eventually making contact with other civilizations.
        Three special units are available that can be useful to a ruler. Settlers are groups of citizens that are your pioneers. They may found new cities and also build terrain improvements such as roads, irrigation, and mines that increase the productivity of your cities. Diplomats are your emissaries and spies. 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: spread your cities out to claim a significant share of the world, increase the size and production of each city, and strive to acquire the latest technology.
        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.

  BEFORE YOU START

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.

  INTERFACE INTRODUCTION
        Because Civilization was developed on an IBM system, the following discussion of the interface pertains to that version.
        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.
        Menu Choices: 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.
        Opening/Closing City Display: 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.
        Production: Press the Change button above the production box to open a menu of items that can be built.

  PRE-GAME OPTIONS
        The beginning of Civilization requires you to make a number of choices regarding the parameters and world of the game you wish to play. To start, first boot the game. After the title and credits appear, you proceed to the selection of the following pre-game options.

Game/ World 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 4000 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. (For the IBM, use the keypad keys/ Return key.)
        EARTH: 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. For a description of the Hall of Fame, see the manual section Ending The Game and Winning. After viewing the Hall of Fame you return to the Game/World Option menu.

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.
        Chieftan: This is the easiest level and is recommended for first- time players. The game provides advice when the player must make decisions.
        Warlord: Rivals are somewhat tougher. Technology takes longer to acquire. For the occasional player who doesn't want too difficult a test.
        Prince: Rivals are substantially tougher and technology comes much slower. You will need some experience and skill to win at this level.
        King: 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.
        Emperor: 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. Enter the name when you have finished typing it (Press the Return key on the IBM.) The program will suggest a name that you can accept if you can't think of something better.

  THE GAME TURN
        Civilization is played in a series of turns, each following a sequence of play options. 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.

Date

        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.

Disasters

        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.
        Production: 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.
        Growth: If the city produces sufficient surplus food, it grows by one population point. This added population is put to work on the city map.
        Disorder: 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.
        Maintenance: 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., until the next turn.
        The End of Turn message may be toggled on/off from the Game menu. 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.

Adulation

        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.
        Palace: 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: classical, medieval, or Middle Eastern. A miniature rendition of your palace is shown in the palace window of the map display.
        Historians: 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.
        Advancement: The number of technology advancements each civilization has acquired.
        Happiness: The number of happy people in each civilization's cities.
        Power: The total of the attack and defense factors of each civilization's military units.
        Size: The population of each civilization.
        Wealth: The size of each civilization's treasury.

  ENDING THE GAME AND WINNING
        Civilization may be ended in five ways. 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

        Quitting: You may quit during your civilization's turn by pressing the Quit key (Alt + Q on the IBM). 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.
        Retiring: To retire, open the Game menu and choose the option "Retire." You are given one chance to change your mind. If you proceed to retire, you are shown your civilization score and entered into the Hall of Fame if you qualify.
        Destruction: 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: Chieftan - 2100 AD, Warlord - 2080 AD, Prince - 2060 AD, King - 2040 AD, and Emperor - 2020 AD.

Winning

        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.
                2 points: each happy citizen
                1 point: each content citizen
                20 points: each Wonder of the World
                3 points: each turn of peace (no war anywhere)
                5 points: each futuristic advance your civilization acquires
                (-) 10 points: each map square polluted
        Space Colonists Bonus: 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 10,000 colonists sent, multiplied by the success rate of your mission. For example, if your spaceship arrives with 10,000 colonists and the success percentage of your expedition was 80%, then you receive 40 bonus points.
        Conquering the world bonus: If you succeed in conquering the world, you receive up to 1000 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.)
 
 
 
 3.THE WORLD
 
 

  THE WORLD MAP
        The world surrounding your civilization is an entire planet consisting of several continents, islands, and ocean. 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.
        Arctic: Frozen glaciers of ice and snow found near the north and south poles. No food, resources, or trade can be obtained here.
        Desert: 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.
        Grassland: 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.
        Hills: 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.
        Jungle: 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.
        Mountains: 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.
        Ocean: 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.
        Plains: 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: 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.
        Swamp: 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.
        Tundra: 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.
        Forest: 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

        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.
        Note: 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.

  THE MAP DISPLAY
        This is the display most commonly used during play. 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: the map window, the world window, the menu bar, the palace window, the status report, and the unit identification window.

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. (On the IBM, click the LMB on any visible map square and the map scrolls, centering on the square you selected.) 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." Type in the name of the city and press Return (on the IBM). 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.
        Map Scrolling: You can use the world window to speed the scrolling of the map display. (On the IBM, place the mouse pointer in the map window and click the LMB. 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.
        Revolution!: 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.
        Find City: 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.
        Options: Choose this menu option to turn on or off some game features. Features available are Instant Advice, Autosave, End of Turn, and Animations. 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.)
        Retire: 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.
        Quit: 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.
        Date: The date is reported in years plus the notation BC or AD. The normal game begins in 4000 BC. Each turn represents the passing of so many years, depending on the current date.
        Treasury: The amount of cash in your treasury.
        Population: 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. To adjust trade rates, pull down the Game menu and choose either the Tax Rate or Luxury Rate option. 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.
        Environment: 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. (On the IBM, press the C key.)
        The following information is shown.
        Nationality: The name of the civilization to which the unit belongs.
        Unit type: The type of unit and whether it is a veteran or not.
        Movement: 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 .2 movement points remaining.
        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. You may transfer a unit to another city by moving it there and pressing the Home City key (the H key on the IBM). This may be useful when one of your cities is threatened with capture because all units supported by a captured city are destroyed.
        Terrain: 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.

  SETTLERS, SOLDIERS, AND ENVOYS
        As ruler of your civilization you decide what military units to build, where to deploy them, and when to fight. 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 conqu