User Guide

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SELLING IMPROVEMENTS
To raise cash, click on the improvement in the IMPROVEMENTS ROSTER of the CITY DISPLAY. A
dialog box shows how much gold you could receive for selling the improvement. Normally
you can gain one gold per resource invested in construction. If you sell, the improvement
disappears from the city and the money is added to your treasury.
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.
RUSH JOBS
There are also times when you need the specific benefits of an improvement right now,
and not 20 turns down the line. If you have sufficient funds, you can rush completion of a
partially built item by paying cold, hard cash. However, speeding construction in this
manner costs a premium. When workers are rushed, they receive overtime wages, and
must pay surcharges on material delivery and fabrication. The surcharges for a rush job
depend on what proportion of the work is already completed, whether the job is civil or
military or a Wonder, and can cost up to eight times as much gold as the normal
accumulation of shield icons.
To rush a job without paying cash, you have two options. Any Caravan
or Freight unit can enter a city where a Wonder is under construction and
deliver its goods specifically to the project by choosing the HELP BUILD
WONDER option when it arrives. It contributes the unit cost in shields
directly to the RESOURCE BOX. Alternatively, any unit that disbands in a city
contributes one-half its unit cost in shields to the current construction,
whether it is a Wonder, an improvement, or another unit. This represents
the retraining of troops and redisbursement of their supplies.
Items completed by rush jobs are available at the beginning of your
next turn, so there is no advantage for rushing items that would be
complete on the next turn anyway. To judge whether an item can be
completed next turn without rushing, compare the surplus raw materials
the city is generating to the number needed for completion. For very
expensive items, it might be useful to consult your CITY STATUS advisor
from the ADVISORS menu for an exact count of the remaining cost.
Managing
your cities
Vladimir Lenin
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