User Guide

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. When a city produces more food than its
population and units consume each turn, the excess accumulates in the FOOD STORAGE BOX. When the box is
full, another citizen is added to the POPULATION ROSTER, and the city increases in size. If your city is not
producing enough food each turn to feed its population, the shortfall is noted, and stores are removed from
the FOOD STORAGE BOX. If the box empties, any units that require food for support are disbanded, one by one,
until a balance is achieved. If your city still experiences a shortfall, one citizen is removed from the POPULATION
ROSTER, and your city decreases in size.
Shields power your industrial capacity and support the city’s units. When a city produces more shields
than your units expend each turn, the excess shields accumulate in the PRODUCTION BOX each turn. When the
PRODUCTION BOX is full, your city produces something. It can “build” one of three kinds of things: units which
move around the map (like Settlers and Chariots), city improvements which are tied to specific cities (like
Libraries and Aqueducts), and Wonders of the World, which give unique benefits to the civilization that builds
them (like the Pyramids or Magellan’s Expedition) but more about these details later. The type of
government your people develop and the distance remote cities are located from your palace affect your
shield production. Sometimes raw materials can be lost to waste. You can read all about the details of waste
under Trade Management Concepts. If your city runs short of the raw materials it requires each turn, one
or more units (that it supports) are forced to disband. The units farthest from home are disbanded first.
Based on the tax rates you set, trade arrows are further divided into three commodities that your
civilization acquires: luxuries, taxes, and science. These commodities each have their own icons: Luxuries
are represented by goblets, taxes are represented by gold, and science or research is represented by beakers.
The type of government your people develop and the distance remote cities are located from your palace
affects your trade income. Sometimes trade can be lost to corruption. You can read all about the details of
trade transactions under Trade Management Concepts.
Civ 2 Man.pgs 1-88 5/22/00 5:24 PM Page 52