Cover Preface and Inst. Manu.
Title/TS/TOC 6/8/00 4:48 PM Page 1 PLAYING Once the automated installation and set-up are complete, the game is ready to play. To start: • If you want to see and hear the uninstalled video and multimedia portions of the game, make sure that the Civilization II CD-ROM is in its drive. (Note that, if you did not install the Recommended files, there will be no sound effects regardless of whether the CD is in the drive. There will be some music.) • If it is not already running, start Windows.
Title/TS/TOC 6/8/00 4:48 PM Page 2 A TERRAIN button has been added to the CHANGE TERRAIN AT CURSOR option. This allows you to change the terrain type of the square at the current cursor location. Note that you cannot specify special resources for any terrain square; they just happen. Four new options have been added to the CHEAT menu. EDIT UNIT c s U Use this to change the attributes of any unit at the current cursor location.
Title/TS/TOC 6/8/00 4:48 PM Page 3 SCENARIO PARAMETERS c s P This is a catch-all that includes some powerful tools for setting up scenarios. Most of these options have little or no use during a game already in progress. TECH PARADIGM affects how long it takes to research technological advances. The default is 10/10. By lowering the numerator, you decrease the time necessary to discover new advances; the fastest you can allow research to progress is 1/10.
Title/TS/TOC 6/8/00 4:48 PM Page 4 EDIT VICTORY CONDITIONS itself contains multiple options: • The first, TOGGLE USE OBJECTIVE VICTORY FLAG, must be set to ‘1’; otherwise, the game ignores the rest of these settings. Essentially, the objective victory flag tells Civilization II to completely ignore the usual scoring conventions. Rather, all that counts is the taking of the pre-set objectives in the scenario. Using the EDIT CITY option on the CHEAT menu, you can make any city a scenario objective.
Title/TS/TOC 6/8/00 4:48 PM Page i TABLE OF CONTENTS Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 FOUR IMPULSES OF CIVILIZATION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 Exploration • Economics • Knowledge • Conquest THE BIG PICTURE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 WINNING . . . . . . . . . . . . . . .
Title/TS/TOC 6/8/00 4:48 PM Page ii NEW PRODUCTION CONCEPTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34 Waste • Penalties for Switching Production • New and Changed Improvements NEW TERRAIN CONCEPTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Rivers • New Special Terrain • Upgrading City Squares NEW MOVEMENT CONCEPTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Title/TS/TOC 6/8/00 4:48 PM Page iii We Love the _____ Day . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Anarchy • Despotism • Monarchy/Communism/Fundamentalism • Republic/Democracy Terrain and Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Terrain & Movement Concepts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76 TYPES OF TERRAIN . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Title/TS/TOC 6/8/00 4:48 PM Page iv CARAVANS & FREIGHT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 Trade Routes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 108 Supply & Demand • Food Caravans Building Wonders . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109 DIPLOMATS & SPIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Title/TS/TOC 6/8/00 4:48 PM Page v Creating Your Own Worlds. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139 YOUR TOOLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140 The Toolbox • Map Window • World Window • Status Window THE MENUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
Title/TS/TOC 6/8/00 4:48 PM Page vi Advisors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165 Town Council c T • City Status 1 • Defense Minister 2 • Foreign Minister 3 • Attitude Advisor 4• Trade Advisor 5 • Science Advisor 6 World. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168 Wonders of the World 7 • Top 5 Cities 8 • Civilization Score 9 • Demographics - • Spaceships = Cheat . . . . . . . . . . .
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 1 INTRODUCTION Sid Meier’s Civilization II improves on a beloved classic. Civilization, its predecessor, cast you as the ruler of an infant civilization, struggling to survive and prosper in the earliest moments of history. Eventually, growth and exploration brought you into competition with ruthless, competent, but sometimes predictable computer opponents.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 2 As time passes, you are confronted with increasingly difficult decisions. First, you must think tactically. Where is the optimum location for another city? When should you produce specific military units and city improvements? How rapidly should you explore the surrounding land? Soon, circumstances demand that you formulate strategic plans.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 3 ECONOMICS KNOWLEDGE On the flip side of your economics management is your commitment to scholarship. By setting taxes lower and science higher, you can increase the frequency with which your population discovers new technologies. With each new advance, further paths of learning open up and new units and city improvements become available for manufacture. Some technological discoveries let your cities build unique Wonders of the World.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 4 WINNING To win Civilization II, you must follow one of two broad strategies to a final goal: Either win the space race or conquer the world. The first civilization to colonize Alpha Centauri wins; this nation most often has a large factory base dedicated to producing the specialized components of spacecraft and a head-and-shoulders lead in technological development.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 5 INTERFACE CONVENTIONS Using a Mouse: Throughout the text, we assume that you understand basic mouse functions and terms, like “clicking and dragging.” Since not everybody knows these things, we’ve provided brief definitions of how we use the most common terms. One preliminary note: Civilization II puts both buttons on a two-button mouse to use. If you are using a three-button mouse, the center button has no function for this game.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 6 Most often, the cursor looks like an arrow. If you have chosen a special “desktop theme” in Windows 95 or otherwise customized your cursor, you’ll see your own cursor sometimes, too. An outline around a terrain square indicates that you are in VIEW PIECES mode. By moving the cursor with the number keypad on your keyboard, you can use this cursor to count squares from one location to another or move around the map without moving units.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 7 TUTORIAL Those who have played either Civilization or CivNet are already familiar with most of the concepts presented in this tutorial. However, even if you are well acquainted with the DOS, Windows, or Macintosh version, you will find that there are many new features in Civilization II. Also, many of the game’s existing elements, including screen layout, icons, and controls have changed from the earlier games.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 8 To begin the tutorial, start the game and select LOAD A GAME from the GAME menu. Load the game called tutorial.sav. The tutorial game is set to CHIEFTAIN level, the easiest difficulty option available. The game starts on the first turn, in 4000 BC, with you taking the part of Abraham Lincoln, leader of the Americans.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 9 Before you move your Settlers, take time to examine the surrounding terrain. You will note that only 21 map squares are visible. This represents the extent to which your civilization has explored the world. (This 21-square pattern is significant with regard to cities as well, as you will see later.) The surrounding black areas represent unexplored terrain. You can build a city on any terrain square except for Ocean.
Civ 2 Man.pgs 1-88 5/22/00 EXAMINING THE 5:24 PM Page 10 CITY DISPLAY As soon as the city is built, a new window appears. This window is called the CITY DISPLAY. The CITY DISPLAY gives detailed information on the city’s current status, including the amount of resources generated, the item currently being built by the city, and the size and attitude of the city’s population. Your first priority is to check the status of the city’s resources.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 11 Washington is currently generating four units of food. Each citizen requires two units of food each turn in order to survive. Excess grain icons accumulate in the FOOD STORAGE BOX. The more surplus food the city generates, the faster it grows. Washington is also generating three shields. Shields represent raw materials used for supporting units and building new items.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 12 RESEARCHING CIVILIZATION ADVANCES After closing the CITY DISPLAY, press the e key to end the turn. At the start of the next turn, you are prompted to choose the first civilization advance you want to research. When the game begins, your civilization has only minimal knowledge, usually consisting of only Irrigation, Mining, and Roads. (In some games you might be given additional advances at the start of the game, but in the tutorial this is not the case.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 13 Unlike Civilization and CivNet, Civilization II limits the maximum percentage of trade that can be allocated to taxes, luxuries, and science based on your civilization’s government type. You start the game in Despotism, so the maximum percentage you can allocate to any trade element is 60 percent. Note that the game automatically sets science at 60 percent and taxes at 40 percent.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 14 YOUR FIRST CIVILIZATION ADVANCE We’ll go back to exploring the world in a moment. For now, something more interesting has happened. At the start of this turn, your scientists announce that they have discovered the secret of Bronze Working. Congratulations! You have discovered your first civilization advance. After the initial message of discovery, the CIVILOPEDIA appears. The CIVILOPEDIA is an on-line encyclopedia of game facts.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 15 Save your game by choosing the SAVE GAME option from the GAME menu, or by holding down the c key and pressing S. You are about to make contact with the minor tribe. The results of such contact are random. You could receive a gift of knowledge or gold; the tribe might band together to form a mercenary military unit and join you; or the tribe might decide to honor you by establishing a new city in your empire.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 16 Now, back on the map, the Phalanx is flashing. In order to protect the city, the Phalanx must remain inside Washington. Units provide the best protection when they are fortified. Fortify the Phalanx by choosing FORTIFY from the ORDERS menu, or by pressing the F key. Fortified units remain in their defensive position until you manually reactivate them. For now, the Phalanx should be left alone to guard Washington.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 17 New York’s CITY RADIUS at this time. Which brings us to another oddity: the entire CITY RADIUS of New York is not visible. That’s because there is still some unexplored terrain nearby. In order for the city to take advantage of its entire CITY RADIUS, all the terrain therein must be explored. You’ll have to take care of that as soon as possible; you never know what useful resources might be lurking in the dark.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 18 MEETING ANOTHER CIVILIZATION If you continue along the coastline as instructed, you eventually meet your nearest neighbors, the Sioux. Their capital city, Little Bighorn, is located some distance away, on the opposite coast directly southeast of Washington. As soon as you enter Sioux territory, their leader, Sitting Bull, requests an audience with you. Accept Sitting Bull’s invitation by clicking OK.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 19 IMPROVING THE TERRAIN Continue exploring with your Horsemen to the northeast of Little Bighorn. Avoid entering Little Bighorn’s CITY RADIUS, because this will be viewed as a violation of your peace treaty. After a number of turns, your wise men discover Trade. Select Ceremonial Burial as your next advance. If you already have Ceremonial Burial (as a result of knowledge exchanged with the Sioux), select Monarchy.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 20 Several turns later, the Settlers complete their irrigation project; the terrain square is now marked to show that it is irrigated. Open the CITY DISPLAY for New York. Notice that the resource production has not changed as a result of irrigation. Normally, this would not be the case: irrigation usually increases the grain output of Grasslands by one.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 21 Meanwhile, back on the trade route, your Caravan reaches Washington. Move the Caravan into the city. When the Caravan enters Washington, you get a list of options. You can establish a trade route with Washington (which you don’t want to do). You are also given the option to HELP BUILD Possible commodities a Caravan can carry WONDER. (Remember, Washington is still in the process of building the Colossus.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 22 CHANGING GOVERNMENTS By now, you have established a small, but thriving, civilization. You are doing well, but you could do better. The last thing you’ll learn in this tutorial is how to improve your civilization by switching to better forms of government. Open New York’s CITY DISPLAY. Note that the city is currently generating six grain, five arrows, and four shields (assuming that the trade route with Little Bighorn is generating one arrow.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 23 SETTING UP A GAME Beginning a game of Civilization II means choosing the circumstances in which you want to play. Your options include specifying the number and location (physical starting point) of your opponents and manipulating the environmental and physical parameters of the world you’ll explore. YOUR FIRST DECISION To launch the game, click on the Civilization II icon.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 24 Start a New Game: Begin an entirely new game. Choosing this option means going through the basic pre-game options screens, as we explain below. Start on Premade World: Play on a custom map created with the CivMaps utility. A dialog box lists all of the saved maps available in the current directory. Choose the map you wish to load. You can switch directories to find maps you’ve saved in other locations.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 25 CUSTOMIZE: LANDMASS This parameter sets the number of terrain squares that are land. Small: Choosing this option gives your world a small number of land squares and a larger number of ocean squares. Normal: This option yields about equal numbers of land and ocean squares. Large: This option produces a large number of land squares, and a small number of ocean squares.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 26 CUSTOMIZE: AGE This parameter determines whether like terrain squares clump together, or are widely scattered. 3 Billion Years: This option yields a young world, one in which terrain squares seem to occur in clusters. 4 Billion Years: This option yields a middle-aged world, one in which glaciation and plate tectonics have been acting to diversify terrain.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 27 LEVEL OF COMPETITION Choose between three and seven civilizations in the world. More opponents do not necessarily mean more danger, although more opponents means earlier contact and an increased risk of war. Of course, contact with other civilizations also offers opportunities for trade, alliances, and the rewards of the spoils of war when you emerge victorious.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 28 SELECT GAME RULES The default option here is USE STANDARD RULES. If you want to tweak the parameters of the game, choose the CUSTOMIZE RULES option to change the whole flavor of the challenge. The SELECT CUSTOM FEATURES screen offers several different possibilities. Simplified Combat: When this box is not checked, units have hit points and firepower statistics.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 29 SELECT YOUR GENDER You can choose to play a male or a female leader. Each civilization has one default leader of each gender, and of course, you can customize your leader’s name. SELECT YOUR TRIBE Select the name of your tribe from the options available, or click on the CUSTOM button.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 30 READY, SET, GO After you are satisfied with your settings, click OK to start the clock ticking on your civilization. A screen pops up welcoming you to your position as leader and detailing the accomplishments of your culture thus far. When you have finished reading the screen, press any key or click the OK button on the screen to begin the game.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 31 CIVILIZATION’S NEW LOOK As Civilization has matured as a game, the quality of graphics has also matured. Civilization II has high resolution graphics now, scaleable fonts and windows, and whole new units and improvements. Settlers units are no longer represented by those old, familiar covered wagon icons. But more is new than simply different pictures.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 32 THE MAP Civilization II uses an isometric grid instead of the old, square grid. This means each square (what we call a terrain square, or just square) is now a diamond shape, as if you are viewing it from an angle. Movement still proceeds along the compass points as it always did. Some players may have difficulty getting used to this new view, finding it hard to tell where a city’s radius begins and ends, for instance.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 33 HIT POINTS & FIREPOWER Hit points are graphically indicated by the colored strength bar across the top of each unit’s shield. Both the length of the strength bar and the color are significant. As a unit loses hit points in an attack, its strength bar gets shorter. In addition, when the unit is reduced to approximately two-thirds of its full strength, the strength bar changes from green to yellow.
Civ 2 Man.pgs 1-88 NEW AND 5/22/00 5:24 PM Page 34 CHANGED UNITS People have been suggesting new units to include in Civilization since the initial release of the game. For Civilization II, we wanted a more continuous progression of development in the three types of ground troops: the basic, all-purpose Infantry, the swiftmoving Cavalry, and the heavy-weapon Artillery. In addition, there are more gradations in ships and in air units.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 35 Civilization II extends this concept of modification to include another resource. Now shield production is also affected by the level of government and the sprawl of empire. In fringe locations, some proportion of the shields that workers generate each turn is lost as waste. PENALTIES FOR SWITCHING PRODUCTION A city can produce three different types of things: units, improvements, and Wonders.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 36 sold or lost increase output 50 percent (not 100 percent) until the Factory is rebuilt. The same loss of bonus applies to the Bank & Marketplace combination and to the University & Library pairing. City Walls are cheaper and no longer cost maintenance. Aqueducts are now required for cities to increase beyond size eight; they used to be required above size ten.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 37 UPGRADING CITY SQUARES It makes sense that city squares should improve as civilizations become more advanced. In Civilization II, city squares are automatically improved from roads to railroad once your tribe discovers the Railroad advance. Now units can slide through them without losing one-third of a movement point. Once you have discovered Refrigeration, each city square in your empire is automatically improved to farmland.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 38 Finally, teamwork counts in Civilization II. Two Settlers (or Engineers, as we’ll explain in just a moment) improving a square (irrigating, building railroads, or whatever) will work as a team and finish the job twice as fast. You can add even more Settlers or Engineers on a tough task, like draining and irrigating a Swamp. The full details are explained under Settlers & Engineers.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 39 When you undertake a Revolution to change your government, you experience the usual period of Anarchy. However, once the menu appears allowing you to select a new form of government, you may freely and instantly change your government for the rest of that turn (by selecting REVOLUTION from the KINGDOM menu). This allows you to compare the effects of various government types. Note that science, tax, and luxury rates are now restricted by your government type.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 40 DIPLOMATIC STATES New to Civilization II are the states of cease fire, neutrality, and alliance; they fill out the classic Civilization states of peace and war. If you don’t want to be friends for all time, but you’d like time to regroup, or to pull a city back from the brink of disaster, you now have the option to propose a temporary cease fire.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 41 NEW & IMPROVED WONDERS Along with adding and rebalancing units, improvements and advances, we couldn’t resist the chance to dress up the Wonders of the World. In fact, there are seven new Wonders sprinkled in the Renaissance and Industrial ages. More important to veteran Civilization players, several of the old Wonders have changed considerably in effect, and many have had expiration dates tweaked. Some Wonders no longer expire at all. A quick summary follows.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 42 MISCELLANEOUS CHANGES Some civilization advance prerequisites have changed slightly, mostly to eliminate redundancies. Physics, for example, used to require Navigation and Mathematics; however, Navigation already presumes that your culture discovered Mathematics (via Astronomy). Physics now requires Navigation and Literacy.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 43 When you start a game of Civilization II, your Settlers unit stands on a terrain square surrounded by the darkness of the unknown. Though you can choose to let this single group of Settlers (if you’re really special, you could possibly have two Settlers units) wander the world alone, that’s not the point of the game. As soon as you’ve found a decent site, you want your Settlers to build a permanent settlement — a city.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 44 CITY CONCEPTS To comprehend the CITY DISPLAY in Civilization II, you must understand the symbolism the game uses to represent the concepts relevant to population growth and urban dynamics. Take a look at the CITY DISPLAY while you’re reading — it’ll make things a lot clearer.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 45 Other icons in the CITY DISPLAY represent a city’s production of food, raw materials, and trade goods. We’re going to call these materials the resources of the city. Production is linked to terrain in the game, just as it is in the real world (deserts are not the best foodproducing areas in either case).
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 46 CHOOSING YOUR LOCATION When building a new city, carefully plan where you place it. Citizens can work the terrain surrounding the city square in an X-shaped pattern (see City Radius for a diagram showing the exact dimensions). This area is called the CITY RADIUS (the terrain square on which the Settlers were standing becomes the city square). The natural resources available where a population settles affect its ability to produce food and goods.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 47 STRATEGIC VALUE The strategic value of a city site is a final consideration. A city square’s underlying terrain can increase any defender’s strength when that city comes under attack. In some circumstances, the defensive value of a particular city’s terrain might be more important than the economic value; consider the case where a continent narrows to a bottleneck and a rival holds the other side.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 48 Occupation of an enemy city destroys roughly half of the improvements the city has built, including all Temples and Cathedrals. Certain military units, such as Fighters and Bombers, are also destroyed rather than captured. Capture does not affect Wonders of the World (though, of course, destroying a city does — see Wonders of the World for more details).
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 49 THE PARTS OF A CITY THE CITY SQUARE The terrain a city occupies is especially important because it is always under development. You cannot take workers off of this square when adjusting resource development on the RESOURCE MAP (see Resource Map in Reference: Screen by Screen). If this area is not useful, especially for producing food, then population growth in the new city is handicapped.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 50 The importance of trade in generating taxes and civilization advances makes river squares especially good sites for cities early in the game. Where you have no rivers or coastal areas, you can generate trade by building roads on Plains or Grasslands. When a square within your CITY RADIUS is outlined, it indicates that another city is claiming that terrain’s resource production. It could be one of your cities, if the city radii overlap.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 51 Managing your cities Once you’ve founded, captured, or gained a city, you need to direct its growth and production. Each city has different assets and demands, so each should be managed individually.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 52 CITY MANAGEMENT CONCEPTS As your city increases in size, its population expands, and it produces more and more food, shields, and trade. These represent your city’s basic resources: edibles, raw materials, and trade goods. In city management, you add another layer of concepts which address how you turn these materials into products you can use. Refer to the CITY DISPLAY as you read. Grain feeds your population and supports the city’s units.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 53 POPULATION GROWTH RESOURCE DEVELOPMENT The citizens of a city that work the surrounding countryside harness the economic resources within the city’s radius. Depending on the needs of your civilization, there might be times when you prefer increased industrial output from a particular city over population growth. At other times, you’ll want increased trade revenues. Still other times, sheer population growth might be the most important goal.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 54 The combined tax revenues of all your cities must exceed their combined maintenance requirements before gold can accumulate in your treasury. It is not necessary for each city to have a positive cash flow. However, enough cities must do so to cover your civilizations’ expenses, or your treasury will be depleted to cover the deficit.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 55 Beyond terrain, the form of government your civilization chooses can cause each city to spend some of its raw materials as maintenance for the military units that call the city home. It is possible that you can have so many units drawing raw materials from a city that there are no surplus shields. In a city where this is the case, progress on the item under construction (unit, improvement, or Wonder) stops until the situation is resolved.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 56 CITY PROTECTION Great economic management of a city is worthless if the city is captured by rivals or barbarians. Therefore, part of your management plan must concern the defense of each city. The minimum city defense is one army, preferably one with a good defense factor. A second defender can provide back-up in case the first is taken out (see Military Units for details of combat). An army with a strong attack factor is also useful.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 57 IMPROVEMENTS In Civilization II, improvements are also critical to the growth and importance of cities. Inadequate provision of these facilities can limit the potential size of a city. Each improvement provides some service or otherwise makes a city work more efficiently.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 58 LOSING IMPROVEMENTS Improvements are not invulnerable, nor are they guaranteed to be permanent fixtures in an ever-dynamic city. The Barracks improvement, for instance, has a planned obsolescence. Once your civilization discovers the advance of Gunpowder, your old Barracks is rendered obsolete, and it disappears. (The same result attends your discovery of Combustion. These military installations are sensitive to changes in technology.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 59 SELLING IMPROVEMENTS Selling improvements can be useful when you are short of money and are threatened with the random sale of an improvement. It can also be useful when you are under attack with no reasonable chance of defending or recovering a city. By selling off its improvements, you reduce its value to the enemy and salvage something. You can sell only one improvement per turn in each city. You cannot sell Wonders of the World.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 60 RENAMING YOUR CITY You may rename any of your cities whenever you wish. This feature is useful when you capture a city and wish its name to be consistent with the names of cities you have founded, or when you discover that you’re confusing units from two cities because their names are too similar. Open the CITY DISPLAY and then click on the RENAME CITY button. A dialog box opens where you can type in the new city name.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 61 MANAGING YOUR TRADE Trade is a fundamental force driving civilizations. It introduces unique and exotic valuables, stimulates the economy, and fires the imaginations of a culture’s foremost thinkers. The effects of trade permeate society in many surprising and subtle ways, and your ability to direct trade’s impact is likewise varied.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 62 TRADE MANAGEMENT CONCEPTS Taking up where we left off in City Management Concepts, these are the further divisions that result from trade income (arrow icons): luxuries (goblets), taxes (gold), and science funding (beakers). Luxuries make your population more content. The availability of luxuries means that some citizens can enjoy a more pampered existence. Every two goblets make one contented citizen happy. We’ll talk more about happiness a little later.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 63 TRADE RATES If it is difficult to adjust all three sliders at once, you can click the box at the right end of any bar to lock that value in place. Now only the other two sliders move when you drag on one. GOVERNMENTS Another tool of city — and trade — management is the type of government under which your culture operates.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 64 There are three “ancient” forms of government — Despotism, Monarchy, and the Republic — and three “modern” ones — Communism, Fundamentalism, and Democracy. The Republic and Democracy are the most sophisticated from an economic point of view, but they impose severe restrictions on your military forces. The other forms offer trade-offs between economics and increased military flexibility.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 65 DESPOTISM You rule by absolute fiat. The people just have to live with it because your will is enforced by the army. Due to the severe limits on economic and personal freedom, production is at a minimum. But total control makes conducting war relatively easy. Attitude: Up to three troops in each city can enforce martial law; each makes one unhappy citizen content (see Happiness & Civil Disorder).
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 66 MONARCHY Your rule is less than absolute, and an aristocracy of upper-class citizens influences your decisions. The aristocratic classes, at least, have a certain amount of economic freedom, and this results in the potential for greater production. Your feudal vassals are partially responsible for helping to defend your kingdom, but they may in some cases deduct a share of your civilization’s production as maintenance for military units.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 67 REPUBLIC You rule over an assembly of city-states formed from the cities that your civilization controls. Each city is an autonomous state, yet also is part of the republic which you rule. The people feel that you rule at their request. They enjoy substantial personal and economic freedom, and this results in greatly increased trade. A Senate reviews your diplomacy, and has a chance to override your decisions.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 68 COMMUNISM You are the head of a communist government, and you rule with the support of the controlling party. Although this form of government allows more production than Despotism, the orthodoxy of the party restricts personal and economic freedom, limiting trade. On the positive side, corruption is negated by the action of the local party apparatus, the army and secret police suppress most dissent, and your large security forces recruit excellent spies.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 69 DEMOCRACY You rule as the elected executive of a modern Democracy. The people feel that you rule because they chose you. The degree of freedom allowed under this government results in the maximum opportunity for economic production and trade. However, the people also have a very strong voice in determining how much economic production is devoted to improving the standard of living.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 70 HAPPINESS & CIVIL DISORDER Happiness and its inverse state, civil disorder, are indirectly related to trade. Lack of trade leads to stagnation, and a slow economy means a lack of goods and services. The citizens in your cities have one of three different attitudes or emotional states: happiness, contentment, or unhappiness. The first citizens of your first city start out in a contented state.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 71 SPECIAL UNHAPPINESS FACTORS There are two special conditions that cause further unhappiness in some populations. Under a Despotism, and to a progressively lesser degree under other types of government, citizen unhappiness increases with the number of cities. This can lead to very unhappy citizens who must be converted first to unhappy citizens before they can become content. In a Republic, the first unit in the field does not cause discontent.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 72 RESTORING ORDER You can pay to complete an improvement, such as a Temple, that can convert sufficient unhappy citizens to contentment (or content citizens to happiness) to restore the balance. See Rush Jobs for instructions on how to do this. You can also change the tax rates of your civilization. Increasing the availability of luxuries might convert some content people into happy citizens, allowing them to balance the unhappy populace.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 73 WE LOVE THE _____ DAY The people love you! To trigger a celebration day, a city must fulfill certain conditions: there can be no unhappy citizens in the city, there must be at least as many happy citizens as content citizens, and the POPULATION ROSTER must number at least three citizens. Specialists are considered content citizens for this calculation. For example, a city with five happy citizens, four content citizens, and no unhappy citizens celebrates.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 74 MONARCHY/COMMUNISM/FUNDAMENTALISM A celebrating city currently ruled by any of these governments collects resources as if its government is a Republic (see Governments). This increases the amount of trade your citizens can produce in any terrain that generates trade goods. REPUBLIC/DEMOCRACY A city currently ruled by either of these governments increases in population by one point each turn it celebrates, so long as sufficient food is available.
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Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 76 TERRAIN & MOVEMENT CONCEPTS The game map in Civilization II is divided into small independent parts, or terrain squares, as we mentioned in City Concepts. For simplicity, each square consists of a single type of terrain, even though the real world is not as perfectly organized as that.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 77 TYPES OF TERRAIN The differences in terrain are deeper than a variety of artwork and colors to make the game map more visually interesting. Each type of terrain has its own economic usefulness, effect on movement, and effect on combat. Detailed information about the terrain types is provided in the TERRAIN CHART on the Poster, and from the CIVILOPEDIA.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 78 SPECIAL TERRAIN SQUARES Each standard terrain square can be enhanced by one of two types of special resource. Where special resources appear, they add significantly to the economic value of the terrain. Distinct symbols mark the location of these resources. If your Settlers or Engineer units convert a square containing a special resource icon into another terrain type, the original specialty is lost.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 79 An Oasis is a very fertile island in Desert terrain where workers can harvest substantial quantities of food. Conversely, Oil, representing the presence of mineral wealth, especially petroleum, can also be found in Desert squares. As they do in Glaciers, Oil squares in Desert terrain yield extra shields when worked. A Pheasant peers through some Forest terrain. The presence of game indicates excellent food sources available.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 80 PLANETARY CARETAKING Manipulating terrain to produce the maximum number of shields has a downside, of course. One cost of heedless industrial growth is a gradual polluting and poisoning of the environment. Of the many dangers posed by pollution in the real world, the greatest might be global warming.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 81 Pollution indicator Polluted square Engineer Cleaning Up Terrain & Movement Pollution is icky! NUCLEAR CONTAMINATION The detonation of nuclear weapons or the meltdown of a Nuclear Power Plant can also cause contamination. For game purposes, Civilization II treats these threats identically to industrial pollution, though in real life their effects might be considerably longer term.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 82 The risk of meltdown always exists when a city which has a Nuclear Power Plant goes into civil disorder. Civilian unrest might result in safety procedures becoming so lax that a catastrophic accident occurs. If you build Nuclear Power Plants in any of your cities, take special care not to allow those cities to go into disorder. When your civilization achieves the technological advance of Fusion Power, the risk of meltdown disappears.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 83 Once an environmental disaster has occurred, the cycle starts over again. The planet achieves equilibrium at the new, higher temperatures. If pollution continues or increases once more to high levels, another bout of environmental problems might occur. This cycle can repeat endlessly if pollution is not controlled. MINOR TRIBES Thatch-roofed hut icons scattered about the map of the world indicate the presence of minor tribe villages.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 84 MOVEMENT There are two basic methods of moving units a square or two at a time: by keyboard commands or (if you have enabled mouse movement) by mouse clicks. The keyboard method uses the eight edge keys of the numeric keypad. The 5 key in the center is inactive; think of it as your unit’s position. The keys surrounding the 5 represent the points of a compass. For example pressing 7 sends your unit northwest, while pressing 6 sends your unit east.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 85 THE ACTIVE UNIT How do you know whose turn it is? Every turn, Civilization II activates each unit in turn by centering the map around the unit and making it blink. You can give orders to each unit as it becomes the active unit (see the Orders Menu in Reference: Screen by Screen). Five special orders deserve fuller explanations here. NO ORDERS To skip a unit for the turn, press the SKIP TURN z key or choose the option from the ORDERS menu.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 86 AIRLIFT ORDERS Once your civilization has discovered the Radio advance, you can build Airport improvements. Once you have two or more Airports, you can airlift one unit per turn into or out of each Airport. Activate a unit in a city, then press the AIRLIFT key L or choose the option from the ORDERS menu. A list of cities with Airports appears, and you can select your destination.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 87 MOVEMENT RESTRICTIONS Most of the restrictions placed on unit movement are a matter of common sense, as we mentioned earlier. We’re spelling them all out here, in case you try to order a unit somewhere that seems possible and the game won’t let you do it. GROUND UNITS Ground units (all non-ship and non-air units) normally move only on land. To traverse the wide (or narrow) oceans or even to get across lakes, they must board naval transport.
Civ 2 Man.pgs 1-88 ZONES OF 5/22/00 5:24 PM Page 88 CONTROL Ground units cannot move directly from one square adjacent to an enemy army or city to another such square. The squares that surround a unit are in that unit’s zone of control — the same holds true for a city. Neither ground troops nor Settlers units can move directly from one rival’s zone of control into another square within a rival’s zone of control.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 89 The major dynamic of change throughout the history of civilization has been the continuing advance and accumulation of knowledge. As humankind progressed by fits and starts through the ages, civilizations rose and fell, their success or failure due to what knowledge they acquired and how they employed it. The concept of progress being not only inevitable, but even a good thing is a relatively recent phenomenon.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 90 THE CONCEPT OF CIVILIZATION ADVANCES As we said in City Management Concepts, scientific research is what drives your civilization’s scientific and intellectual growth. The science (beaker icons) each city generates every turn represents a percentage of the total trade, that city brings in. You can adjust the amount of science generated with the TAX RATE option in the KINGDOM menu.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 91 CLIMBING THE TECHNOLOGY TREE Once your civilization begins to accumulate scientific research, your Science Advisor asks you to choose a new civilization advance to research. Before making your choice, you can immediately get help concerning the available technologies. Press the GOAL button to see a list of all the advances in the game.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 92 THE POSTER The Poster contains a graphic technology tree, or flowchart, that lists every civilization advance in Civilization II. For easier reference, advances are subdivided into the same four ages as Wonders of the World. The age of your civilization does not limit the advances you can research in any way.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 93 SPECIAL ADVANCE EFFECTS A number of the advances in Civilization II have effects independent of the new units and improvements you can build. We’ll summarize these effects here. Each advance’s CIVILOPEDIA entry reminds you of these effects. Achieving the Corporation advance allows you to focus a city’s production on revenue.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 94 There is one disadvantageous special effect. Once you discover the advance of Communism, the effect of the Cathedral improvement (which discovering the Monotheism advance allows you to build) is lessened. Instead of making three unhappy people per city content, a Cathedral now only relieves two. If your culture has discovered both Theology and Communism, the special effects cancel each other.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 95 A Wonder of the World is a dramatic, awe-inspiring accomplishment. It is typically a great achievement of engineering, science, or the arts, representing a milestone in the history of humankind. As your civilization progresses through the years, certain advances make building Wonders of the World possible.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 96 THE CONCEPT OF WONDERS Wonders of the World are like extraordinary city improvements, in that they are structures (or achievements) that your civilization can undertake to “build.” Unlike city improvements, each Wonder is unique, existing only in the city where it is constructed. Each one confers a specific, unique benefit on the civilization that owns it (you can find the specifics in the CIVILOPEDIA listing for each Wonder).
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 97 Wonders of the World are often long-term projects (as befits their magnificence). If you want to accomplish construction of a Wonder faster than the city that is building it can generate shields, you have several options. You can divert trade goods into the Wonder’s coffers by moving a Caravan or Freight unit into the city of construction and accepting the choice HELP BUILD WONDER — see Caravans & Freight for details about Caravan interactions.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Wonders can be built in any city and more than one may be built in the same city. Each Wonder has both specific and general benefits. You can read about the specific benefits in the appropriate CIVILOPEDIA entry. The glory that accrues to your civilization for possessing a Wonder is one of the general benefits conferred by such great works; more importantly, this glory continues to accrue even if new advances make the Wonder’s specific benefit obsolete.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 99 Units Units are groups of citizens, soldiers, and envoys that can move around the world of Civilization II and interact with other units and civilizations. Some non-combat units, like Caravans, Explorers, and Settlers, have special functions which are explained separately.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 100 UNIT CONCEPTS Units are the pieces you move around on the map in Civilization II. Each civilization’s units carry a different color shield. Units carrying red shields are always barbarians. Units can be divided into types according to the way they move: ground (or land) units, air units, and naval (or sea) units. Each unit has statistics for attack strength, defense strength, and movement points.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 101 Some advanced units have greater observation factors. They can “see” into a second square in all directions, which makes them useful for monitoring rival’s movements and anticipating surprise attacks. Exceptional observation factors are noted in unit descriptions in the CIVILOPEDIA. MILITARY UNITS Through the years, the majority of your time is spent moving and positioning armies. A strong military is the best defense against rivals and barbarians.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 102 AIR UNITS Air units operate under some special movement rules. These units can cross any terrain square at a cost of one movement point per square. Because they are airborne, they get no bonus for crossing squares improved by roads or railroads. All air units except missiles have an observation range of two squares in any terrain.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 103 NAVAL UNITS Most naval units can conduct shore bombardments — that is, they can attack units standing on the coastal squares of continents and islands. Because of the high degree of inaccuracy, the firepower of both the ship and its target is reduced to one when a ship bombards a unit, city, or stack on shore. Submarine and Transport units cannot conduct shore bombardments at all.
Civ2 Man.pgs 89-end THE EFFECT 5/22/00 OF 5:41 PM Page 104 DAMAGE Successful attackers which have movement points remaining after combat can continue moving — and even continue attacking — normally, if they choose. However, successful attackers often sustain damage in each battle. As a unit is damaged, its strength bar gets shorter, and eventually changes color. Both the length of the strength bar and the color are significant.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 105 CALCULATING THE WINNER The important factors in combat are the attack and defense strengths of the combatants as well as their hit points and firepower; the presence of veteran units on either side; the terrain occupied by the defender; and any defensive improvements in the square. In addition to considering all of these factors, combat also includes an element of chance. Imagine that sometimes, a unit just gets lucky.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 106 There are a number of special combat situations, which have special rules, detailed below. AIR BATTLES Only Fighters and Stealth Fighters can attack Bomber or Stealth Bomber units. In fact, Bombers and Stealth Bombers prevent enemy units (other than Fighters and Stealth Fighters) from even entering, much less attacking, the square they occupy.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 107 FORTRESSES NUCLEAR ATTACKS Nuclear attacks occur when a Nuclear unit attempts to enter a square occupied by enemy units or an enemy city. A Spy unit can make a suicide bomber attack by smuggling a Nuclear unit into an enemy city, regardless of the presence of an SDI Defense city improvement. In any case, all units in the target square and adjacent squares are destroyed, regardless of their cultural allegiance (in other words, both theirs and yours).
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 108 CARAVANS & FREIGHT Caravan units represent shipments of trade goods and materials. Though the icon remains a camel, as history progresses, your Caravan units are stand-ins for the continuum of trade vehicles from camel caravans to wagon trains. They can be used to establish trade routes between cities or to transfer resources for the construction of Wonders of the World. Caravans become available once you have achieved the advance of Trade.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 109 SUPPLY & DEMAND FOOD CARAVANS A fourth and always available option for trade goods is food. You can transfer one food per turn to another city by sending a load of food from a city with a surplus to a city that needs help. A needy city can be on the receiving end of more than one food route. Once a food route is established, it cannot be countermanded. It is automatically canceled, however, if the sending city runs out of food for its own people.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 110 DIPLOMATS & SPIES Diplomats are unique units that can act as ambassadors, envoys, secret agents, and saboteurs. They can open contacts with other civilizations and establish embassies to gather information about your rivals. They can steal information and otherwise disrupt your rivals. They can bribe enemy armies. Stationing Diplomat or Spy units in your own cities reduces the effectiveness of enemy Diplomats and Spies.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 111 COUNTERESPIONAGE ENTERING ENEMY CITIES Diplomats and Spies can slip past enemy armies without pausing to observe zones of control, using superior powers of persuasion and/or diplomatic immunity as a shield. Diplomats and Spies are also subject to deportation (a special form of “attack”) even from civilizations with which they are not at war.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 112 INVESTIGATE CITY Your Diplomat or Spy unit gathers information about the rival city’s production and development. In game terms, this option shows you the enemy’s CITY DISPLAY. You can examine what armies are defending the city and what improvements have been built there. When you exit the CITY DISPLAY, you return to the MAP window. Your Diplomat has been eliminated, or your Spy has been charged one-third of a movement point for her efforts.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 113 INDUSTRIAL SABOTAGE Regardless of his success, a Diplomat is lost in the effort (think mad, suicidal bombers if it helps). If your Spy is not captured, she returns to the closest friendly city, and is promoted to veteran status for her work. While veteran status cannot improve her ADM rating of zero defense, it does increase her chances of escaping detection on later missions.
Civ2 Man.pgs 89-end POISON THE 5/22/00 5:41 PM Page 114 WATER SUPPLY Only Spies can attempt to weaken the resistance of a rival city by poisoning the water supply. In game terms, a successful attempt reduces the target city’s population by one point. If your Spy is successful and undetected, she discards her environment suit and returns to the closest friendly city for promotion to veteran status. PLANT NUCLEAR DEVICE Only Spies can attempt to plant nuclear devices in rival cities.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 115 FOUNDING NEW CITIES & INCREASING EXISTING ONES The ADD TO CITY order can be used to increase the size of an existing city with less than ten population points. Move a Settlers or Engineer unit into an existing city and press the BUILD B key or choose ADD TO CITY from the ORDERS menu. The unit is absorbed into the city, adding one point to its population.
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Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 117 BUILD FARM BUILD FORTRESS Building Fortresses can be essential for defense of terrain that is not a city site. Fortresses provide a defensive bonus to rural or frontier units in the same way the City Walls improvement benefits urban defensive units (see Combat for the full details).
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 118 BUILD ROAD Building roads across terrain reduces the movement point cost of that square by one-third, provided that the moving unit enters from an adjacent road square. Depending on the form of government under which you civilization operates, it can also improve the trade production of the square. Roads are the foundations for railroads.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 119 EXPLORERS BARBARIANS Barbarians are small tribes of raiders that are not part of any opposing civilization. They always carry red shields. You can set the likelihood and frequency of barbarian attacks in the initial game choices you make. You might encounter them periodically as your civilization begins to expand and grow. They sometimes invade from the sea; other times they arise suddenly in unsettled parts of any continent.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 120 RANSOMING BARBARIAN LEADERS When you attack and destroy stacked barbarian units, the leader units fall with their troops and are also destroyed. However, if a barbarian leader stands alone in a square, and your army wins an attack against him, he is captured. His compatriots immediately give you gold to ransom him back — the amount they pay is based on the barbarian level you chose in game setup. Barbarian leaders who have lost their armies attempt to escape.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 121 Diplomacy Other cultures share your world in Civilization II. If your attitude is expansionist and your home continent is large, you might seek out — and find — your rivals early in the game. If you concentrate on perfecting your own cities or find yourself limited by a small continent, it might be centuries before you encounter other players. Whether you opt for peaceful communications or aggressive action depends on your style.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 122 CONCEPTS OF DIPLOMACY Eventually, no matter how isolated your location or how isolationist your policies, you will have contact with rival civilizations. Choosing to meet with a rival allows you to explore the intricacies of negotiation. Every AI opponent has an attitude that he or she presents to negotiators. Your rivals’ attitudes can range from friendly to inimical.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 123 CONDUCTING DIPLOMACY WITH COMPUTER OPPONENTS Diplomacy is conducted face to face with one rival emissary at a time. An opponent can contact you any time after units from each of your civilizations have met, and the reverse is also true. You can contact an opponent any time after your units have been adjacent to his or hers. Just select the SEND EMISSARY option from the FOREIGN MINISTER’s report in the ADVISORS menu.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 124 REPUTATION Your reputation is based not on how peaceful or how warlike you are toward your neighbors, but on how often you keep your word. Breaking alliances or treaties can blacken your reputation in the international community. Savagely sacking the city of a treaty partner with Legions, or breaking a cease-fire to bombard your opponent’s city by Stealth Bomber are acts likely to be deplored throughout the known world.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 125 THE FIVE DIPLOMATIC STATES In Civilization, all negotiations ended with an offer of peace or a declaration of war. In Civilization II, however, there are finer gradations of posture, or diplomatic state, than just these two options. The relationship between two cultures can be expressed as one of five different states: alliance, peace, cease-fire, neutrality, or war.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 126 Since it is a degree less cooperative than an alliance, there is no barrier that prevents you from breaking a peace treaty at any time — other than your concern for your reputation. Breaking a peace treaty is a serious matter, and your ruthlessness is long remembered by all other cultures, not merely the one you double-crossed. If you wish to avoid the black mark on your reputation, you can try taunting the other leader into declaring war on you.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 127 NEUTRALITY This state represents not so much an agreement as a wary agreement to disagree — you are not openly at war with an enemy, but you have no formal connection, either. The lack of binding paperwork means that you can freely start a war at any time simply by attacking an enemy unit or city. On the other hand, you might also send an emissary to start negotiating a peace treaty or even an alliance with a neutral rival.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 128 If you are at war with a rival, he or she might make a demand that you must satisfy if you wish to progress in your negotiations or might even refuse to meet with you. If you are in a state of neutrality or better and have not exhausted your welcome, you progress to the DIPLOMACY menu. Again, the options available to you depend on your current diplomatic state. We’ve prepared several tables to clarify your choices.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 129 “HAVE A PROPOSAL TO MAKE...” Once you have your rival’s ear, you can make a variety of suggestions. Common sense tells you that the better an opponent likes you, the more likely he or she is to agree to your proposal. Opponents also take your relative standing in the game into account. They are more likely to be magnanimous if you are far behind than if you are the pre-eminent power in the world.
Civ2 Man.pgs 89-end “HAVE A 5/22/00 GIFT TO 5:41 PM Page 130 OFFER...” Sometimes rivals appreciate a tangible result more than mere flowery words. If you’d like to improve an opponent’s attitude toward you, you have the option of offering a gift. Several categories of persuasion are available: knowledge, money, and troops.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 131 THE SPACE RACE The environmental pressures of growing populations in the modern world are forcing humans to look into space for resources and room to live. The question is not whether humans will travel to the stars, but when. The final act of stewardship you can perform for your civilization is to ensure that they lead this exodus. The history of your civilization ends when either you or one of your rivals reaches a nearby star system with colonists.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 132 Spaceships are in many ways a one-shot deal. Each civilization, including yours, can build only one spaceship at a time. Restrictions prevent you from building a second, backup ship once you launch the first. Once launched, ships cannot be recalled or turned around.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 133 POPULATION This figure represents the number of pioneers the spaceship is outfitted to carry. The more citizens it carries to the new planet, the higher your bonus. SUPPORT This figure shows what percentage of accommodations on the ship is currently serviced by life support: air, nutrient, and waste systems. Pioneers not provided with life support cannot survive the voyage.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 134 SPACE SHIP LAUNCH To send your spaceship on its voyage, click on the LAUNCH button. You cannot retrieve a spaceship once it has been launched. CONSTRUCTION Your spaceship is such a large undertaking that it cannot be built whole cloth the way improvements are built — it is, instead, constructed of parts. There are three types of spaceship parts: components, modules, and structures, each of which we describe in detail below.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 135 MODULES Spaceship modules require the advance of Superconductor and cost 320 shields each to build. They exist in three types: habitation, life support, and solar panels. As each module is completed, you choose which type it is and add it to your ship. Habitation Module: Each habitation module provides living space, community services, and recreational facilities for 10,000 colonists.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 136 Scoring Completing a Civilization II game can take many hours, especially if you are playing at one of the tougher levels of competition. There are several ways to get a general idea of how you’re doing along the way.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 137 DEMOGRAPHICS This option, available on the WORLD menu, provides a number of real world statistics about your civilization’s health, growth, economic, and military status. Each measure shows both an actual value and your rank among the world’s civilizations. If you have established an embassy with the nation that is top-ranked in a particular measure, your rival’s achievement is listed along with your own ranking.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 138 CONDITION POINTS SCORED Each Each Each Each Each Each 2 1 20 3 5 -10 happy citizen content citizen Wonder of the World that you possess turn of world peace (no wars or combat) futuristic advance map square currently polluted When you reach the end of the game (in 2020 AD), this total becomes the basis of your score. However, the level of barbarian aggression you chose affects the final tally.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 139 You can literally create any world you like. However, it is possible for a custom-drawn map to violate the map conventions that Civilization II needs to run a successful game. Therefore, it is important that you, as map designer, include a sufficient combination of Plains and Grassland squares for every civilization to have at least one potential city site. The world also must have at least one ocean and preferably more than one continent.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 140 YOUR TOOLS The main features of the MAP EDITOR are the TOOLBAR and three display areas: the MAP, WORLD, and STATUS windows. In brief, the TOOLBOX holds your terrain type “brushes,” the tools you use to place squares into the MAP window. The WORLD window allows you to quickly center the MAP window around any place on the planet you’re creating.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 141 Placing Terrain: Click on the terrain type you want to “load” your brush. Then, hold down the s key and click anywhere on the map (even atop existing terrain) to place that type of terrain square there. To place larger areas, you can choose a larger brush size (see below) or drag the cursor while you hold down both the s key and the left mouse button. Placing Rivers: To place rivers onto the map, first click the RIVER icon.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 142 MAP WINDOW The MAP window is the one you’ll use the most, the one in which you actually place terrain squares. This is where you build your world. Clicking anywhere in this window centers the map at the location you clicked (the cursor location). The MAP window can also be sized, like most windows; click-and-drag a side or corner of the frame to the dimensions you like. A large MAP window is most useful for creating detailed continents.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 143 VIEW MENU This menu contains options that let you adjust the amount of detail you see and the location of your windows. Zoom In Z: This option enlarges the view by one level, lessening the amount of the world you can see. Zoom Out X: This option constricts the view one level, increasing the amount of area you see. Max Zoom In ( c Z): This option zooms the view in to maximum magnification. Standard Zoom ( s Z): This option resets the zoom to the default level.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 144 BRUSH MENU The items in this menu allow you to change the characteristics of the brush you use to insert terrain on your map. The brush can be various sizes and shapes, giving you the flexibility to quickly and easily create the worlds you want. 1x1 1: This option sets the size of the brush to a single terrain square. 3x3 2: This option gives you a brush that is 3 squares by 3 squares (it looks like a 3x3 diamond).
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 145 This section details each of the menus and major screens in the game and the parts and options of each. Refer to the body of the manual for the whys and wherefores (all we’re discussing here is the how-to). The screens are covered alphabetically, for ease of reference. THE CITY DISPLAY 145 Reference: Screen by Screen You can direct the operation of each city from the CITY DISPLAY.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 146 Title Bar Population Roster Food Storage Box Resource Map Resource Bars Unit Roster Production Box General Information Roster Improvement Roster Buttons The City Display You can open the CITY DISPLAY in many ways. • Position the cursor over a city in the MAP window, then click on that city. • Pull down the KINGDOM menu and choose FIND CITY, then select the city you want. • Position the cursor or the current active unit on a city, then press e.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 147 TITLE BAR Along the top of the display is the TITLE BAR. The name of the city, the current date, the total population of this city, and the amount you have in your treasury are noted here. POPULATION ROSTER Near the top of the display are icons representing the city’s population. Each citizen icon in the POPULATION ROSTER represents one population point.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 148 Taxmen: Click on an Entertainer icon in the POPULATION ROSTER to put him to work as a Taxman. Each Taxman adds three Tax icons to the APPORTIONMENT bar (instead of the two Luxuries the Entertainer used to generate). No tax collection is made if a city is in civil disorder (see Civil Disorder for details). Scientists: Click on a Taxman icon to create a Scientist.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 149 THE RESOURCE BARS The RESOURCE bars compile all the resources generated by the city’s workers each turn. Food, shields, and trade goods are collected each turn from the CITY RADIUS squares being worked by citizens. The amount of any particular resource collected might be modified by the presence of a certain improvement in the city, the form of government you choose, or by your ownership of a certain Wonder (see City Improvements for details).
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 150 RESOURCE MAP Immediately below the POPULATION ROSTER is a detail map showing all of the discovered terrain squares within a city’s radius. The city square itself is always under production. For each population point (each citizen in the roster), you can work one additional square. The maximum number of squares a city can work is the number of citizens plus one or twenty-one, whichever is smaller.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 151 Some Wonders on the PRODUCTION menu might be marked with an asterisk (*) before their name. This indicates that the Wonder’s special ability has been made obsolete by someone’s discovery (not necessarily yours) of the terminating advance. You may still build obsolete Wonders to gain points toward your final score (see Scoring for details).
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 152 UNIT ROSTER Below the RESOURCE MAP is the UNIT ROSTER. This shows all of the units that call this city home. The status of each unit (fortified, veteran, or whatever) is indicated on the unit’s shield . Food and shield icons below these units indicate any resources required by each as support. The amount and type of support that units need depends on your civilization’s chosen form of government (see Types of Government).
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 153 CITY INFO CHART Click the INFO button to view this chart. (This is the default display the first time you open the CITY DISPLAY.) Every unit currently in the city is represented by its icon. The three-letter abbreviation of the name of its home city appears under each unit. You can click on any of these units to give it orders.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 154 HAPPINESS CHART Click the HAPPY button to see this chart. The HAPPINESS chart breaks down the factors affecting the happiness of a city’s population into a series of citizen icon representations. Each row encompasses the effects of the previous row and adds the results of specific measures. The first row shows the natural happiness of a city’s population before any adjustments.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 155 THE BUTTONS In the bottom right-hand corner are two arrows and a few buttons. Here’s what each does: • The arrow buttons allow you to scroll through your cities one at a time, in alphabetical order. These buttons are not active when the CITY DISPLAY pops up in response to a report. • INFO changes the display in the GENERAL INFORMATION box to the CITY INFO chart. • HAPPY changes the display in the GENERAL INFORMATION box to the Happiness chart.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 156 Sound Effects: includes battle noises, message alerts, and construction sounds. If you want to hear the audio cues that Civilization II provides, make sure this box is checked. Always wait at end of turn: guarantees that your turn will not end until you press e. If this option is not checked, you need only press e to end a turn when you have no active units to move.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 157 GRAPHIC OPTIONS c P This option also opens a checklist of other options. Each is a toggle; those with checked boxes are “on,” and those with empty boxes are “off.” Click on an option to toggle it on or off. Note that some options, such as CITY ANIMATIONS, might affect game speed. When you have these options set as you want them, click OK to return to the game. If you change your mind and wish to discard your changes, click CANCEL instead.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 158 Show non-combat units built: if on, this notifies you when a city has completed production of a non-combatant unit (a Diplomat, for instance). This is especially useful when you have a city in automatic production mode.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 159 RETIRE c R Retiring is one way of ending your game. When you retire, the game shows you how your civilization did in comparison to the others (which it does not do if you simply quit). The closing displays are exactly the same as if the game had come to a conclusion on its own. First, of course, you must confirm that you want to retire. QUIT c X Choose this option if you just want to exit the game without all the closing displays.
Civ2 Man.pgs 89-end FIND CITY 5/22/00 5:41 PM Page 160 s C Select this to choose from a list of all your cities. The MAP window will center on the city you pick. REVOLUTION s R Choose this option when you want to switch forms of government. You must have acquired specific technological advances to choose a type of government other than Despotism. Usually, a revolution brings on a period of Anarchy. This can last for several turns.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 161 MAX ZOOM IN c Z This option automatically zooms in to the maximum size map square in the current MAP window. STANDARD ZOOM s Z This option resets the square size in the current MAP window to the default size. MEDIUM ZOOM OUT s X This option zooms to a medium size map square in the current MAP window, a size that we have found useful.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 162 ORDERS This menu lists the orders you can give the current active unit. Note that orders that are not appropriate for the active unit, or not currently available, are grayed out (or not listed). Some options have different results (and different text) depending on what type of terrain the unit is standing on. BUILD NEW CITY/JOIN CITY B This option tells a Settlers or Engineer unit to create a new city where it stands.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 163 TRANSFORM TO... O This option tells an Engineer unit to drastically change the terrain type of the square in which it stands. For example, if your unit stands in a Mountains square, the option reads TRANSFORM TO HILLS, and it orders the unit to do exactly that. For details on which terrain types can be transformed to which others, please refer to the Poster.
Civ2 Man.pgs 89-end PARADROP 5/22/00 5:41 PM Page 164 P This movement order is available only to Paratrooper units currently located in an Airbase or a city with an Airport. Choose any unoccupied square no more than ten squares distant from the unit’s current location. The unit will move immediately to that square. This order uses all but one of the Paratrooper’s movement points for that turn.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 165 WAIT W Use this to order the current active unit to wait for orders until you have given every other active unit something to do. Note that if you give another unit the WAIT order, that unit will get in line behind the first unit you ordered to wait, and so forth. SKIP TURN z Use this order to pass over a unit for a turn. The unit takes no action, but will repair itself somewhat if it has been damaged.
Civ2 Man.pgs 89-end 5/22/00 FOREIGN MINISTER 5:41 PM Page 166 3 This report is a summary of everything you know about the other civilizations with whom you have made contact. This report includes thumbnail sketches of each (the name and title of the leader, your current diplomatic status with them, and their leader’s current attitude toward you). If you have an embassy with a civilization, you also find out how much gold they have in their treasury.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 167 TRADE ADVISOR 5 Your Trade Advisor reports on the percentages of trade you have earmarked for luxuries, tax revenue, and scientific research funding in each city. In addition, this report covers those improvements to your cities which require maintenance payments.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 168 WORLD This menu allows you to view statistics comparing the progress of the world’s civilizations. WONDERS OF THE WORLD 7 This option shows the icon for each Wonder that has been built and identifies both its location and the culture that (currently) owns it. If a Wonder was built but has since been destroyed, that fact is also noted.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 169 SPACESHIPS = When you contact your space advisors, they report the progress of any spaceship under construction. Select from the menu the civilization whose spaceship you wish to examine. Your advisors present a picture of the construction accomplished to date and their assessment of what the craft can carry, its estimated flight time, and its probability of success. The space race begins once the Apollo Program Wonder of the World has been constructed.
Civ2 Man.pgs 89-end 5/22/00 CREATE UNIT 5:41 PM Page 170 s 1 This option creates a new unit at the current cursor location. You can generate any type of unit that you can currently build, or use the buttons at the bottom of the window to select from lists of Obsolete or Advanced units. Other buttons determine whether or not the created unit is a veteran and which civilization has control of that unit.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 171 FORCE GOVERNMENT s 7 Use this to change the government of any civilization to the type you wish it to be, whether or not that form of government has been discovered. CHANGE TERRAIN AT CURSOR s 8 This option gives you the ability to instantly determine the improvements made to the square that is the current cursor location. You can add or remove any improvements appropriate to the type of terrain.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 172 MILITARY UNITS The title of this topic might be slightly misleading, as Civilization II considers all units to be military, even Diplomats, Caravans, and Settlers. GOVERNMENTS If you want information on the various forms of government, this is the place. TERRAIN TYPES This option provides the entries for each type of terrain square and special resource that exists in Civilization II.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 173 THE STATUS WINDOW Research Indicator Population Date Treasury Map Window Mode Tax Rate Movement Unit Type Home City Terrain Nationality The information displayed in this window helps you keep abreast of the status of your civilization and your turn. Note that you can click anywhere in this window to toggle the MAP window between VIEW PIECES mode and MOVE PIECES mode.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 174 TREASURY This figure reports the amount of gold currently in your treasury. If it increases each turn, you’ve got a surplus; if it decreases each turn, you’re operating at a deficit. TRADE BALANCE The figures that appear here represent the percentages you’ve set for the spending of your trade income. They are, in order: taxes, luxuries, and research. (Note: multiply the number shown by 10 to get the actual percentage.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 175 ACTIVE UNIT/LOCATION BOX Below the SUMMARY BOX is an area dedicated to information on the current cursor location. This is normally the current active unit, but might also be a terrain square you have selected. Note that for the purposes of this information box, cities are ignored. The following information is included, not necessarily in this order. MODE Whether the MAP window is in VIEW PIECES or MOVE PIECES mode is noted.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 176 MOVEMENT If there are any of your units at the location, the number of movement points the active unit has remaining are noted. (If you are finished moving a unit, but it still has movement left, use the SKIP TURN order to end that unit’s movement for the turn.) Note that points are shown as fractions when the unit is moving along a road (roads triple movement, making fractional movement points necessary).
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 177 THE MAP WINDOW The MAP window is the isometric map, the window in which you view and move your active units. The area shown in this window is the section of the world outlined on the map in the WORLD window. You can move and re-size the MAP window just as you would any other window.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 178 WORLD WINDOW This window shows a map of the entire known world. It is centered on the part of the world shown in the MAP window. The rectangle delineates the edges of that view. You can use the WORLD window to move around the MAP window more rapidly. Click on a location in the WORLD window, and both windows shift to center on that position.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 179 DESIGNERS’ NOTES Of course, the biggest potential pitfall in working on a game like this is that none of us wanted to go down in history as “the guys who broke Civilization!” Civilization is about as complex and finely balanced as games get, and any misstep would quickly throw that magical pacing out of kilter. So just throwing in the kitchen sink wasn’t going to cut it.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 180 Good ideas for new city improvements were perhaps the hardest to come by, since we didn’t want to clutter up the game with too much economic micromanagement. We thought maps filled with railroads in every square were just plain ugly, so we introduced Farmland, Supermarkets, and Superhighways to encourage a more well-rounded approach to civil engineering.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 181 Another major improvement worth mentioning is the diplomatic system. Everyone agreed that players needed more options when dealing with foreign powers — options like alliances and temporary cease-fires, not to mention enhanced trading. The peace treaty was revised to solve the “I hate it when they fortify units right next to my cities” problem.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 182 So we set to work on a new generation of artificial intelligence for the higher difficulty levels. We watched our best players and taught the computer opponents to play in the same ways that they did — to keep some settlers in reserve, for instance, and use them to improve terrain and connect cities with roads. We taught them how to concentrate their efforts on particular technology groups, and how to use their naval forces effectively to support a beachhead.
Civ2 Man.pgs 89-end 5/22/00 5:41 PM Page 183 If you appreciate the stability of the program itself, you’ll want to thank Jen MacLean and her QA team. Steve Moseley kept the bug lists coming, and James King, “Chrispy” Bowling, Jim Hendry, Mike Barker, Don Emmel, as well as many others, held us to the highest of standards.
Civ2 Man. Credits 6/8/00 4:46 PM Page 184 Credits GAME DESIGN ART Brian Reynolds Michael Haire, Art Director with Douglas Caspian-Kaufman Barbara Bents Miller and Jeffery L. Briggs Stacey Clark Tranter ORIGINAL CIVILIZATION DESIGN Barbara Jeznach Murray Taylor Sid Meier with Bruce Shelley Nicholas Rusko-Berger Bob Kathman Michael Bazzell Jerome Atherholt PRODUCER Jeffery L.
Civ2 Man. Credits 6/8/00 4:46 PM Page 185 SOUND RECORDING & ENGINEERING MARKETING PRODUCT MANAGER Mark G. Reis Lindsay Riehl Roland Rizzo QUALITY ASSURANCE SOUND PROGRAMMING Jennifer MacLean, Lead Tester David Evans Steve Moseley CIVILOPEDIA David Ellis Credits Mike Barker Chris Bowling James King Tammy Talbott MULTIMEDIA Bob Abe Russell Clark Michael Ely Don Emmel Timothy Train David Ginsburg Jason S.
Civ2 Man. Credits 6/8/00 4:46 PM Page 186 INDEX A activating units . . . . . . . . . . . . . . . . . . . . 86 active unit . . . . . . . . . . . 6, 84-86, 100, 146, 156, 160-163, 165, 175-177 Add To City . . . . . . . . . . . . . . . . . . . . . . 115 ADM . . . . . . . . . . . . . . . . . . 34, 71, 76, 100, 103, 108, 112-113 advance effects . . . . . . . . . . . . . . . . . 80, 94 Advisor, Attitude . . . . . . . . . . . . . . 146, 166 Advisor, City Status . . . . . . . . . . . . . . . . .
Civ2 Man. Credits 6/8/00 4:46 PM Page 187 Buffalo . . . . . . . . . . . . . . . . . . . . . . . 49, 78 Build Airbase . . . . . . . . . . 38, 116, 118, 163 Build Fortress . . . . . . . . . . . . . 116-117, 163 Build Irrigation . . . . . . . . . . . . . 19, 116, 162 Build Mine. . . . . . . . . . . . . . . . . . . . . . . 117 Build New City . . . . . . . . . . . 9, 45, 115, 162 Build Railroad . . . . . . . . . . . . 116, 118, 162 Build Road . . . . . . . . . . . . 19, 116, 118, 162 building wonders . . . .
Civ2 Man. Credits 6/8/00 4:46 PM Page 188 Computers . . . . . . . . . . . . . . . . . . . . . . 180 conquering the world . . . . . . . . . . . . . 4, 135 Conscription . . . . . . . . . . . . . . . . . . . . . . 42 Construction . . . . . . . . . . . . . . 8, 19, 21, 42, 55, 59, 90, 96-97, 107-109, 116-117, 131-132, 134, 150, 156, 164, 169 content people . . . . . . . . . . . . . . 71-72, 147 corruption . . . . . . . . . . . . . . . . . 34, 38, 52, 64-69, 149, 181 counterespionage. . . . . . . . . . . .
Civ2 Man. Credits 6/8/00 4:46 PM Page 189 G Galleon. . . . . . . . . . . . . . . . . . . . . . . . . 103 Game menu . . . . . . . . . . . . . . 6, 8, 15, 146 Game Options . . . . . . . . . 6, 8, 84, 146, 155 game turn . . . . . . . . . . . . . . . . . 12, 26, 170 Gems . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 General Information box . . . . . . . . . 152-155 Generate Blank Map. . . . . . . . . . . . . . . . 143 Generate Random Map. . . . . . . . . . . . . . 143 Glacier . . . . . . . . . .
Civ2 Man. Credits 6/8/00 4:46 PM Page 190 I L illegal map . . . . . . . . . . . . . . . . . . . . . . 139 Improve Farmland . . . . . . . . . . . . . . 38, 117 improvements, building . . . . . . . . . . . 54, 62 improvements, selling . . . . . . . . . . . . . . . 59 improvements roster . . . . . . . . . . . . . 11, 59 Incite a Revolt . . . . . . . . . . . . . . . . . . . . 113 industrial improvements. . . . . . . . . . . . . 115 industrial production . . . . . . . 43, 53-54, 153 Industrial Revolution .
Civ2 Man. Credits 6/8/00 4:46 PM Page 191 N nationality . . . . . . . . . . . . . . . . . . . 173, 175 naval transport. . . . . . . . . . . . . 87, 108, 164 naval unit . . . . . . . . . . . . . . . 67, 69, 71, 87 Navigation. . . . . . . . . . . . . 37, 42, 87, 91-93 neutrality. . . . . . . . . . . 40, 88, 122, 125-128 new cities . . . . . . . . . 11, 45-46, 49, 114-115 New Map . . . . . . . . . . . . . . . . . . . . 142, 144 No Orders . . . . . . . . . . . . . . . . . . . . . . . . 85 No pause . . . . .
Civ2 Man. Credits 6/8/00 4:46 PM Page 192 P Q Palace . . . . . . . . . . . . . . . . . . . . 11, 52, 159 Paradrop . . . . . . . . . . . . . . . . . . . 6, 85, 164 Paratroopers . . . . . . . . . . . . . . . . . . 85, 179 Partisans . . . . . . . . . . . . . . . . . . 37, 88, 179 peace . . . . . . . . . . 2, 18-19, 38-41, 53, 111, 119, 122-128, 138, 168, 173, 181 Peat . . . . . . . . . . . . . . . . . . . . . . . . . 36, 78 permanent alliance . . . . . . . . . . . . . . 18, 40 Phalanx . . . . . . . . . .
Civ2 Man. Credits 6/8/00 4:46 PM Page 193 roads . . . . . . . . 5, 12, 19, 37, 49-50, 54, 56, 76-77, 79, 84, 93, 101-102, 118-119, 162-163, 176, 182 rules, customize . . . . . . . . . . . . . . . . . . . 28 rush jobs . . . . . . . . . . . . . . . 53, 59, 72, 151 S 193 IndeX sabotage . . . . . . . . . . . . . . . . . . . 1, 58, 113 Salt . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 SAM Missile Battery . . . . . . . . . . . . . . . . 106 Sanitation . . . . . . . . . . . . . . . . . . . .
Civ2 Man. Credits 6/8/00 4:46 PM Page 194 Status window . . . 12, 54, 82, 140, 142, 161, 173 Steal Advance . . . . . . . . . . . . . . . . . . . . 112 Stealth . . . . . 67, 69, 86, 102, 106, 124, 182 Stealth Bomber . . . . . 67, 69, 102, 106, 124 Stealth Fighter . . . . . . . . . . . . . . . . . . . . 106 Steel . . . . . . . . . . . . . . . . . . . . . . . . . 32-33 Stock Exchange . . . . . . . . . . . . . . . . 54, 180 strategic alliance . . . . . . . . . . . . . . . 18, 128 strength bar. . . . . . . .
Civ2 Man. Credits 6/8/00 4:46 PM Page 195 V veteran unit . . . . . . . . . . . . . . . . . . . . . 175 View Hall of Fame . . . . . . . . . . . . . . . . . . 24 View menu . . 6, 8, 32, 85-86, 136, 143, 177 View Pieces . . . . . . . 6, 85-86, 160, 173, 175 Villages . . . . . . . . . . . 11, 14, 17, 27, 48, 83 W IndeX Wait . . . . . . . . . 6, 23, 70, 85, 127, 156, 165 war . . . 1-2, 27, 39-40, 65, 69, 90, 111, 114, 122-129, 173 Warlord. . . . . . . . . . . . . . . . . . . . . . . . . .