============================================================================== Civilization II for PC-Windows FAQ/Strategy Guide By: AlaskaFox (Ronan Hunt-Murphy) Version 1.6 July 07, 2004 ============================================================================== Contents ======== 1. Disclaimer/Legal -LGL- 2. Contact Information -CTI- 3. Version History -VER- 4. Game Requirements -REQ- 5. Civ1-Civ2 Changes -CHG- 6. Game Setup -STU- 7. Getting Started -STR- 8. Cities -CTY- 9. Units -UNT- 10. Units In-Depth -UID- 11. Improvements -IMP- 12. Wonders -WON- 13. Terrain -TER- 14. Governments -GVT- 15. Discovery Effects -DSC- 16. Strategies -STG- 17. Frequently Asked Questions -FRQ- 18. Outro/Credits -OUT- Using this Guide ================ To correctly use the Table of Contents to quickly find what you are looking for press Ctrl+F and type in the code next to the section to jump to it. On Mac browsers, use Command+F for the same results. For example, type -LGL- into the search box, and it will quickly jump to the Disclaimer/Legal section. ------------------------------------------------------------------------------ 1. Disclaimer/Legal ------------------------------------------------------------------------------ -LGL- This Game Guide/FAQ is created for personal use only. You must not use it for anything that gains profit. Specifically Magazines, Game Guides, Commercial Web Sites, unless you have my written permission. You’re also not allowed to rip off part/s of this Game Guide/FAQ and put it on your own Game Guide/FAQ. Anyone doing this is guilty of plagiarism", the act of stealing and passing off of ideas and words of another as one’s own without crediting the source. You also cannot use this Game Guide/FAQ as a guide for you to make your own Game Guide/FAQ, you must do everything there is to do in the game yourself or have others give info about your game and give them proper credit. You can copy the layout though. You can put this Game Guide/FAQ on your non-commercial or non-profit web site provided that not a single character has been edited or removed and you MUST have permission from me in order to do so. You can also, print a copy of the entire FAQ/Guide or a part of it, provided you only use it for personal purposes. Remember "You don’t have to steal, just ask." - B.O.F.III ------------------------------------------------------------------------------ 2. Contact Information ------------------------------------------------------------------------------ -CTI- If you wish to ask me a question or make a suggestion, go to: http://denim.bbboy.net/alaskafox-viewforum?forum=4 and post a message, stating your query. I will try to get to it as soon as possible. If I get an email regarding Civilization, it will most likely be ignored and deleted. This is due to the vast amount of junk, spam and stupid questions I get in my email. ------------------------------------------------------------------------------ 3. Version History ------------------------------------------------------------------------------ -VER- Version 1.6 =========== -Started: July 7, 2004 -Guide Changed to only concern Civilization II i.e. Test of Time & Fantastic Worlds elements removed -Entire Guide Reformatted -"First Things, First" renamed "Getting Started" -"Technical Stuff" renamed "Game Requirements" -New Strategies Added -File Size: xxxk Version 1.5 =========== -Started: September 16, 2002 -Layout Updated to match newer FAQs -Removed email address -Use my message board instead -File Size: 186k Version 1.4 =========== -Started: February 21, 2002 -Frequently Asked Questions Section Added -5 FAQs Added -Layout Updated -File Size: 182k Version 1.3 =========== -Started: September 09, 2001 -Terrain Added -Wonders: 2 Descriptions Added -File Size: 180k Version 1.2 =========== -Started: August 08, 2001 -Improvements: Descriptions Added -File Size: 175k Version 1.1 =========== -Started: July 18, 2001 -Discovery Effects Added -Strategies: 1 Early Game Strategy Added -Ascii art at bottom added -File Size: 151k Version 1.0 =========== -Started: June 11, 2001 -First Submitted: July 17, 2001 -Technical Stuff Added -Changes I, II Added -Game Setup Added -First Things, First Added -Cities Added -Units, Units In-Depth Added -Improvements, Wonders Added -Governments Added -Disclaimer, Email Notice Added -Outro, Credits Added -File Size: 129k ------------------------------------------------------------------------------ 4. Game Requirements ------------------------------------------------------------------------------ -REQ- Requirements ============ This is what you'll need to play Civilization II: Minimum: 166 MHz Pentium®. Recommended: 200 MHz Pentium with MMX. Minimum: 16 Mb of RAM. Recommended: 32 Mb or more. Minimum: 4x speed CD-ROM drive. Minimum Installation: 60 Mb. Minimum: SVGA (16 bit) graphics card Required: Mouse Required: DirectX 6.0 (included in installation, if necessary) Required: Compatable Sound Card For Multiplayer Games you'll need: Minimum: 28k Modem Recommended: 56k Modem Access to the Internet with the Winsock protocol and a 28.8 kps connection ------------------------------------------------------------------------------ 5. Civ1-Civ2 Changes ------------------------------------------------------------------------------ -CHG- These are the changes from the original Civilization to Civilization II: A New Look ========== -Uses an Isometric Grid instead of a square one(diamond terrain) -Shield indicates Unit civilization -Coloured Health Bar -Changes in Architecute of Cities New Combat Features =================== -Hit Points -Firepower -Spacebar restores units -New versions of old units(e.g. Settlers -> Engineers) New Production Features ======================= -Waste Production Shields -50% Penalty for Changing Production -New Improvements(e.g. Supermarket) New Terrain Features ==================== -Rivers appear everywhere -Special Terrain yields two resources -When adjacent squares are upgraded, city square is also. New Movement Features ===================== -Rivers have same movement as roads -Alpine Troops, Explorers treat every square as road -2 settlers work together to finish jobs quicker -Settlers/Engineers can use Transform Command New Government Features ======================= -Fundamentalism has been added -In Monarchy the first 3 units cost no shield support -No corruption occurs under Communism -All spy units are veteran under Communism -The first unit away from city doesn't cause unrest in a Republic -After a revolution, you can change to as many government types that turn New Diplomacy Features ====================== -AI remembers past actions -New diplomatic states: cease fire, neutrality, alliance -Cease fires expire after 16 turns New Wonder Features =================== -Pyramids now are a granary in all your cities -Lighthouse never lets Triremes be lost at sea -Great Wall now acts as a City Wall in each city and, forces peace -Magellan's Expedition gives a +2 movement bonus to all ships -Michaelangelo's Chapel counts as a Chatedral in all cities -United Nations gives democracies a 50% chance to overrule senate -SETI Program counts as a Research Lab in all cities -Colossus expires with Flight -Great Library expires with Electronics -Great Wall expires with Metallurgy -JS Bach's Catherdral now requires Theology to build. Other New Features ================== -Computer opponents now have to "Build" wonders -Civlopedia/Advance Tree changed -Disbanding adds 50% production to city ------------------------------------------------------------------------------ 6. Game Setup ------------------------------------------------------------------------------ -STU- This is the part where I tell you how to setup a new game. Menu screens are listed numerically e.g 1-0, 3-2 Civilization II ================ [1-0] Start a New Game: Begins a new game -> 1-2 Start on a Premade World: Play on a custom Map -> 1-2 Customise World: Choose how you want your world to look -> 1-1 Begin Scenario: Begin a pre-set scenario -> 1-2 Load a Game: Load a previously saved game -> To game View Hall of Fame: View previous high scores [1-1] Select Size of World: Small(for short, quick games) Normal(the standard size) Large(for longer games) Custom(select the height and width of your map) -> 1-1b [1-1b] Select Land Mass: Small(less land, more Ocean) Normal(default) Large(more land, less Ocean) -> 1-1c [1-1c] Select Land Form: Archipelago(numerous small continents) Varied(a mix between Archipelago and Continents) Continents(One or Two Large continents) -> 1-1d [1-1d] Select Climate: Arid(more dry squares e.g. Plains, Desert) Normal(equal numbers of arid/wet squares) Wet(more wet squares e.g. Forest, Swamp. Also increase river numbers) -> 1-1e [1-1e] Select Temperature: Cool(more cold squares e.g. Tundra, Glacier) Temperate(an average number of each terrain type) Warm(more warm squares e.g. Desert, Jungle) -> 1-1f [1-1f] Select Age: 3 Billion Years(terrain squares appear in clusters) 4 Billion Years(not as clustered as 3 Billion Years) 5 Billion Years(randomised terrain locations) -> 1-2 [1-2] Difficulty Levels: Chieftan: The easiest level, provides advice Warlord: A slight bit more difficult Prince: More difficult, slower advances King: Difficult, unstable citizens, slow advances Emperor: Very Difficult, slow advances Diety: Extremely Difficult -> 1-3 [1-3] Select Number of Civilizations: Between 3 and 7 (lower means each Civilization is large, whereas higher means smaller civs) -> 1-4 [1-4] Select Ammount of Barbarians: Villages Only: No roaming barbarians Roving Bands: Few Barbarians Restless Tribes: Standard Level Raging Hordes: The world is full of them -> 1-5 [1-5] Select Game Rules: Standard Rules: The normal Rules -> 1-6 Customise Rules: Select them yourself -> 1-5b [1-5b] Customise Rules: Simplified Combat: Units either lose all damage or none in combat Flat World: you can't circumnavigate the world Select Computer Opponents: This will bring through numerous screens selecting your opponents. Accelerated Start-up: If you select this cities and units will be built Bloodlust: No player can built spaceships, to win you must conquer the world Don't Restart Eliminated Opponents: When they die, they die! -> 1-6 [1-6] Select Gender: Male/Female: This is sorta obvious -> 1-7 [1-7] Select Your Tribe: Select which tribe you want to be e.g Celts -> 1-8 [1-8] Select City Style: This only effects the way your cities look Bronze Age Monolith / Classical Forum / Far East Pavillion / Medieval Castle -> To Game ------------------------------------------------------------------------------ 7. Getting Started ------------------------------------------------------------------------------ -STR- Your First City =============== You'll see a screen with a flashing man on a terrain square surrounded by other black terrain. This man is your settler, he's there to settle, to build new cities and irrigate the land, and build roads. But, we don't need to do some of them yet. The first thing to do, is look for a place to build your first city(your capital). I usually build my first city beside the sea, but sometimes that's not possible, so we'll look for a good spot(seaside, or inland). Seaside Cities ============== When building cities beside the sea, look in the sea for Whales or Fish. These will help your city grow, as they will provide well-needed food and production. Also, more mineral squares on the land close by would be a help. Inland Cities ============= When building an inland city you must have a river closeby, or under the city. If you don't it will be difficult to irrigate around it. Also, a few mineral squares would be a valuable help. Improving your Capital ====================== Next we want your city to improve, so you should build a unit to defend the city, and another to search the surrounding area for villages(goody huts), and sites for other cities, and to discover your opposition. If you don't have the development pottery already, I highly recommend you discover it, so that you can build a Granary in your cities. A Granary is useful because it helps the population increase quicker. If you got two settlers at the start, or found one in a hut, it would be wise to get the settler to irrigate(press "i") the plains/grassland around your cities(I say cities because your Explorer should have found an advanced tribe by now). You should also get that settler to build Roads(R) in the sqaures around your cities(even if they do lead nowhere) for extra trade, and a road between your cities. It is recommended that you build all the new city improvemnets as the come onstream(that's another unusual expression, that one). What to do next... ================== According to the Manual (you should read it, it's that thing you threw in the corner with the box) there are four priorities you should keep in mind early in the game. These are: -Defense: You've already covered this by building your defensive unit -Research: You should discover new advances to build better units, improve your city, allow you to build Wonders of the World -Growth: You've covered that with your second settler irrigating your city -Exploration: You've also covered this one with that unit you sent out So there's one I didn't cover yet Research ======== Well, I've already told you to learn pottery, so... You should have! The first goal I try to achieve is building the Great Library, so next time the "What discovery shall our wise men pursue, sire?" screen comes up click on Goal, and on this screen choose Improvements(if it isn't up already) and select Great Library, and it will tell you what you need to research next to progress towards it.(In Test of Time there's an option "AutoResearch" which lets you automatically research until you reach that advance). If you wish to discover something else first, you don't need to follow my advice in Research. Chatting with Opponents ======================= Hopefully you should have met some other tribes by now, and have a peace agreement with them. But if you haven't, here what to do when talking to other leaders. When they wish to talk to you, click OK. When they offer a Peace Treaty click Accept offer, you don't want enemies this early in the game. If you wish you can ask them for a Permanent Strategic Alliance, they may reject if their attitude is poor, but this early, they nearly always say yes. When they discover something you can then ask to exchange knowledge, or if you think they have more of the map than you, you can ask to share world maps(their attitude must be very high for them to accept this). I'll end this tutorial section here, because I don't want to be deciding your game outcome for you. Where's the fun in that? ------------------------------------------------------------------------------ 8. Cities ------------------------------------------------------------------------------ -CTY- This section covers everything about cities, not just the basics(as above). Choosing A Site =============== When deciding a site for your cities there are a few things you must have: Water - River / Ocean Minerals - Any Square containing Special Resources There are also things that are helpful to have/not have: Many plains/grassland - easiest to irrigate Some Forests - provide well needed shields Lots of sheilded grassland - (Test of Time only) this helps production No swamps - this may be difficult, but it makes roadbuilding,irrigation easier Few hills/mountains - you don't want any hills in the squares adjacent to the city, they raise attack rates against you The City Display ================ Population Roster ----------------- Position: In the Top Left of the screen Basically, this tells you the Population of your city. If you look closely at the citizens in the Population Roster you can see that they appear different. Thats right, not everyone in your city looks the same. The way they look changes on their mood or if they are assigned a role. Usually, the first set of people in your roster are happy people(sometimes there may not be happy people in your city, but thats your fault!). The next group are the content people. The next group are the unhappy people(try and have as few of these as possible), if the number of unhappy people exceeds the number of happy people in your city, the city enters civil disorder. The last group are Specialists: Specialists ----------- Position: Part of the Population Roster If you click on a square in the city radius that is producing, you will get a specialist instead of one of your citizens. Specialists have three roles:(to change roles, click on the picture of the specialist) Entertainers Every Entertainer adds 2 more luxury icons to the resource bar(explained later). The main role of Entertainers is to make your citizens happy, and to stop the city falling into disorder. Taxmen Each Taxman adds 3 more tax icons to the resource bar. The main role of Taxmen is to gain more tax from your people, to gain more money. This is something you may need to do near the beginning of the game, if you are losing money. Scientists Each Scientist adds 3 science icons to the resource bar. This helps if you are in a government type which has a slow advancement rate. Food Storage Box ---------------- Position: Top Right When your citizens work in city squares they create food, if they have more food than is needed for themselves it is added to the Food Storage Box. When the Food Storage Box fills, an extra citizen is added to the Population Roster. If you have built the Granary in your city, you will get a population increase when the box is full, but it will only be reset halfway. If your citizens do not have enough food, they will take it from the Food Storage Box, and when it empties any settlers or engineers supported by the city will be disbanded. If after this happens, there is still a shortage there will be a population decrease. Reosurce Bars ------------- Position: Top Middle In Test of Time click the box to bring up a more detailed view. The resource bars show all the resources generated by the city's workers each turn. There are 4 Resource Bars: Food This shows how much food is generated each turn. Each citizen of your city eats two food each turn, and Settlers and Engineers use food as support. The surplus/loss of food is shown to the right. If there is a surplus it will be added to the Food Storage Box. If there is a loss it will be taken from the Food Storage Box. Trade This contains the Trade Bar and the Apportionment Bar. The Trade Bar lists the ammount of trade goods produced on the left, and if there is any corruption it will listed to the right. Apportionment Bar This shows how much Trade is divided between Taxes, Luxuries, and Research. Tax is represented by gold coins, luxuries by cups, and research by beakers. These numbers depend on your tax rate, any developments in the city, any wonders in the city, and any specialist citizens. Shields: The bottom bar represents the Production of your workers each turn. The shields on the left are used up supporting units. Sometimes, in the centre of the bar there may be waste shileds. Production is listed on the right, the more shields here the better. These go towards building the Improvement/ Unit in the Production Box(below). If your city cannot support your units they will be disbanded at the end of the turn. Resource Map ------------ Position: Left This shows the terrain squares being used in the cities production. Depending on the terrain, the ammount of production will vary. The citizens can produce food, production shields, and/or trade. When your population increases another square(if available) will be use for resources. To change your citizens to specialists you must click one of the producing squares. To change producing squares you click the one you want to change, and then the one you want to change it to. Production Box -------------- Position: Right This shows a picture and name of the improvemnet you're producing. It shows how many shields of the total, that have been produced so far, and in Test of Time, tells how many turns are remaining. To change the unit/improvement click the Change Box and select from the pop-down menu what you want to produce. If you want to finish the current production by the next turn, click buy and if you wish purchase the improvement. In Civilization II, the buy screen tells how many turns are remaining before the current improvement is finished. On the Production Menu you can select Auto: this makes the Military Advisor, or Domestic Advisor decide which units/improvements are to be built. Help brings up the revelant civilopedia entry for whatever is highlighted. Cheat(only when cheats are enabled) builds a unit/improvement/ wonder instantly. Unit Roster ----------- Position: Left This shows which units are supported by the city. Food and Shield icons below the Units show the support needed by the unit. Clicking on the Unit brings up a window telling it's exact location, and what you wish to do with the unit: No changes, Centre map on unit, Centre map on unit and close city screen, order Unit to return home, Disband Unit. I shouldn't need to explain these. Improvement Roster ------------------ Position: Bottom Left This lists all the improvements/wonders currently in the city. If the improvement can be sold, a gold coin icon appears next to the improvement. Click the improvemnt to sell the improvemnt. You can only sell one improvemnt per city each turn. General Information Box ----------------------- Position: Bottom Middle Info: This shows the units currently in the city and the supplies and demands of the city, also any pollution in the city. If you click on one of the units the Unit Information screen will appear. The orders on this screen available are: No changes, Clear orders, Sleep / Board next ship, Disband, Activate Unit, Activate Unit and close City Display Happiness: This shows the happiness of the citizens in the city. In Civ2: The first row shows the happiness of the citizens before any adjustments. The second shows the happiness after luxuries. The third after city improvements. The fourth row shows the citizens happiness after martial law and field duty. The fifth row adds the effects of any wonders you control, and is the view shown in the Population Roster. Map: This shows a small map of the world, showing all of its supported units' locations. View: This shows a view of your city, with all the Wonders and Improvements. Getting the best from your surroundings ======================================= Try and build a road in every square, and when you acquire railroads build them instead. Try to irrigate all plains/grassland, and when you acquire Refrigeration change them to farmalnds. In the beginning, leave forests as they are because they provide shields. Mine all hills and mountains. Build Harbours and Offshore Platforms to harvest the sea. Build Supermarkets, Factories, Hydro Plants, Electric Plants, and Solar Plants to increase land prodcution. City Defense ============ The terrain you build your city on also has a defensive value, as well as providing you with food, production and trade. The best defensive terrain squares are: Hills, Mountains, Jungle. But(there's always a but), the production of these terrain squares is not as good as other squares. If you don't want to build on poor-production squares, Grassland or Plains with rivers through them are recommended. This has good production and has a 50 percent defense bonus. Improvements can also increase city defense: City Wall triples the defense factors of military units in the city, Barracks allow damaged units to heal quicker. Coastal Fortress raise the city defense against coastal attacks in seaside cities. SDI Defense protects your city against Nuclear Attacks. There are alos certain units you should have stationed in your city: A Spy/Diplomat will protect from espionage, A Destroyer can be brought out to destroy incoming ships, because when a city is attacked from sea, all units attack is lowered to one. City Growth =========== As mentioned above, you should irrigate the land surrounding your city to increase crop yield. You should develop Explosives and Refrigeration, so you can build Settlers and irrigate the land to farmland. Also, Farmland is useless without a Supermarket in the city, so you should build one as early as possible. Harbours should be built in seaside cities to gain increased food from the sea. Also, your population can increase, if your city has a "We love the ---- day", while your government type is either a Republic or a Democracy. Tax/Trade ========= This section is all about ways to increase trade. It's not really all about Tax. Trade is gained - basically - from the terrain surrounding your cities. Trade is represented by the arrow icon. Oceans/Sea gain large ammounts of trade. In the beginning, it seems that your city does not produce enough trade, in order to raise Trade production, you should get settlers to build roads (and railroads when you get them) all around your city. Improvements to increase Trade are: a Marketplace increases overall trade, a Bank increases the Tax section of Trade, as does a Stock Exchange. A Library increases Research, as does a University and a Research Lab. A Temple, a Cathedral, and a Colosseum increase Luxuries. The Colossus Wonder also improves Trade in a city, as does Capitalisation. Other ways to increase Tax are building Caravans or Freight, and sending them to cities far, far away. You can also increase your cash by building Adam Smith's Trading Company which pays for all one-cost improvement maintenance. Also, selling and rebuilding improvements can increase your bank account. Oh yeah, I better tell you how to change Tax Rates. First, click on Kingdom, then on Tax Rates(at the top of your screen). You now can increase and decrese whichever rates you wish, clicking the boxes to the right, temporarily sets one of the sliders. Happiness ========= You have enough because your playing the game, but what about your citizens? Are they happy enough? You can check by looking at your population roster. You always should have more happy people than unhappy people, if you don't, you're in trouble! The temperament of your citizens is based on improvements, military units, and government types. It is also based on which difficulty level you are playing. In chieftan level, your first 6 citizens start out content, in Warlord it's 5, and so on until Deity, where only one citizen starts out content. As I was saying, your governement also can cause unhappiness. Under a Despotism citizen unhappiness increases with the number of cities you have. In Republics and Democracies every ground or naval unit not in a friendly city may create unhappiness. If your cities have more unhappy people than happy people, they go into Civil Disorder, while in disorder your cities won't produce tax, food, production. And if you don't sort out the problem your government will collapse. If your city has no unhappy citizens, and at least as many happy ones as content ones, you will have a "We love the --- day". In Anarchy this has no effect, in Despotism your city collects resources as if it was a Monarchy. In a Monarchy/Communism/Fundamentalism your city produces as if it was a Democracy. In a Republic or a Democracy your city gains an extra citizen. To increase happiness there are many thing you can do: -Increase Luxuries in your tax rate -Build Temples, Cathedrals, Colosseums -Build Wonders: Hanging Gardens, Oracle, Michaelangelo's Chapel, Shakespeare's Theatre, JS Bach's Cathdral Cure for Cancer -Have Entertainers in your cities Terrain Basics ============== Rivers: Rivers work just like roads when travelling along them. The movement cost is 1/3. You cannot build roads on Rivers until you have discovered Bridge Building. Rivers are needed for irrigation. Rivers produce an extra trade icon. Tundra: A Musk Ox provides additional food. Fur provides Fur, more trade Swamps: Peat - more shields, Spice - Spice, more food, tade Jungle: Gems - more Trade, Fruits - more Food, Fruits Plains: Buffalo - more shields, Grain - more Food, Grain Hills: Coal - more shields, Wine - Grapes, more trade Mountains: Gold - more trade, Iron - more shields Ocean: Fish - more food, Whales - more food, trade Desert: Oasis - more food, Oil - petrol, more shields Forest: Pheasant - more food, Silk - more trade Pollution: decreases production output, caused by large production rates. Villages: Villages are the home of minor tribes, when you come across these, be sure to enter the square with the hut. There are numerous outcomes that can happen upon entering a village: A new city is formed, gain knowledge, gain gold, gain military unit, gain settlers, nothing, Find Barabarians. ------------------------------------------------------------------------------ 9. Units ------------------------------------------------------------------------------ -UNT- This Section will discuss the Basics of Units, whereas the next Section will discuss Units Individually. Introduction ============ Units are the "little men" you use to build, settler, fight, and transport. Everything that moves, in other words. There are three basic unit principles (A) Ground (B) Sea(Naval) (C) Air Ground units must stay on the ground. Sea units can only occupy sea squares and city squares. Air units can occupy any square(well, in TOT, that's not exactly true, but I'll discuss that later), but must return to a city to re-fuel. Statistics ========== Units have many statistics, but I will discuss the major ones first. Attack Strength This shows the attacking power of a unit(well, duh!). Units with a high attack strength are better at attacking than ones with a low att. strength. Defense Strength This shows the defensive capabilities of a unit. I.E. How well it can defend itself. Units with high defense strengths are good at defending cities. Movement Points This indicates how many squares the unit can move each turn. This is subject to terrain. Hit Points This indicates how much damage a unit can substain before dying. A units' current hit points is represented by a coloured bar above their heads. If it is green, the unit has over two-thirds hp(hit points) remaining. If it is yellow, the unit has between a third and two thirds hp. If the bar is red, the unit has less than a third hp remaining, and needs to be healed. Firepower This indicates how much damage a unit inflicts in each round of combat. The higher the better in attacking units. Range Only Air units have range. This is the ammount of moves they can be out of a city without needing to refuel. Holds Only certain naval units have "holds". "Holds" are used to carry ground units, and in some cases missiles or air units. The more "holds" a sea unit has the more units it can carry. Modes/Status ============ How do I heal a unit, you ask. Units are healed when they are in sleep mode, when you skip a turn, and when they are fortified in a city. Active Status Active status is the normal status for a unit, you can move them only when they are active. Sleep Status Sleep Status is used to heal units and for them to board ships, to send a unit to sleep press the 'S' button. Sleeping units wake up when an enemy unit comes close to them. They then turn to Active Status Fortified Status Fortified units are used to defend cities. To fortify units press the 'F' button. Fortifying a unit increases its defense. Specialties =========== There are many special features, and most are unique to certain units. Two Space Visibilty Most units only have one space of visibility, i.e. they can only see opposing units and cities in the immediate surrounding squares. Ignore Zones of Control This might be a good place to explain Zones of Control ______________________________________________________________________ |Zones of Control | |Ground units cannot move directly from one square adjacent to an enemy| |army or city to another such square. In other words, if your unit is | |either beside a non-allied opponent unit or city, then it cannot move | |to another square next to an opponent. This ascii art should help: | | ###### Key: | | #EXXe# ---- | | ##XUC# e: Enemy Unit | | ##YYY# E: Enemy City | | ###### C: Your City | | U: Your unit(the one you're moving) | | X: Moves not allowed | | Y: Moves allowed | |The squares marked X are restricted to move into, unless you already | |have a unit in that square. The squares marked Y are free to move to. | ---------------------------------------------------------------------- Ignore Zones of Control Now you get the idea of Zones of Control, you can see that there are certain squares you cannot move to, units with the ability Ignore ZOC, avoid these rules, and can enter any squares of its type(e.g. Ground units with Ignore ZOC cannot enter sea squares). Can make amphibious assaults Just like the US Navy SEALs, there are ground units that can attack from ships. Units with this ability can also capture opposing cities from ships. Submarine advantages Submarines are invisible to all ships except ones with a certain ability, explained later. Can attack air units Most ground units cannot attack air units, but as you progress you will get units which allow you to attack the steel birds of the sky. Ships must stay near land Only a trireme has this ability. It is the first ship you can build, if you are not adjacent to a land sqaure at the turns end, there is a 50% chance of your ships loss. This does not mean you cannot move away from land at any time, it just means that if the ship does not end the turn beside land, it may be lost at sea. Negates City Walls City Walls improve your city defense. Some units bypass that addition to defense, citys which can do this, have the ability "Negates City Walls". Can carry air units When you discover flight, you will need somewhere to refuel your planes for long journeys which cross the sea. Units with this ability can hold and move your air units. Can make paradrops Units with the Paradrop ability can move to a square within 10 spaces without the use of a movement point, by the use of the 'P' button. This can only be done once each turn. Alpine-Treat all squares as road Road squares only take a third of a move to go through, and units with this ability can move their alloted movement points times three. x2 on defense versus Horse This ability is misleading. The unit with it gets a 50% defense bonus against any unit with the movement rate of two, not just units on horseback. Free support for Fundamentalism This is also misleading. Units with this ability can only be build under fundamentalist governments. Destroyed after attacking Exactly what it syas on the tin. Only missiles have this ability. x2 defense versus air Units with this ability get a 100% defense bonus against all air and missile units. Unit can spot submarines Units with this ability can see adjacent units with the Submarine Advantages ability. Settles Only Settlers and Engineers can perform this function. They can build roads and RailRoads with 'R', Irrigate with 'I', mine with 'M' and transform terrain with 'T' May transport ground units Many ships have this ability. The "holds" ammount, shows the number of units the ship can hold. ------------------------------------------------------------------------------ 10. Units In-Depth ------------------------------------------------------------------------------ -UID- Settlers ======== Advance Required: None Obsolescence: Explosives Domain: Ground Movement: 1 Attack: 0 Defense: 1 Hit Points: 20 Fire Power: 1 Cost to Build: 40 Shields AI Role: Settle Ability: Settles Description: When cities grew to a size where the resources were insufficient to adequately insure a decent standard of living for the populace, adventerous groups of citizens set out on their own search of a place to build a new city. Once a suitable site was found, the settlers would build their new homes, and develop the land surrounding the city. Eventually, the whole process repeated, and the new city would send out settlers of its own. This process allowed civilizations to grow throughout history, from the empires of the ancient world to the discovery and settlement of the New World. Comments: Settlers are your primary tool in the early game, they let you build new cities and expand current ones. They also let you build roads between your cities. Engineers ========= Advance Required: Explosives Obsolescence: None Domain: Ground Movement: 2 Attack: 0 Defense: 2 Hit Points: 20 Fire Power: 1 Cost to Build: 40 Shields AI Role: Settle Ability: Settles, Ignores ZOC Description: As technology progressed throughout the centuries, people began to specialize in a single skill or field of knowledge. The early pioneers who acted in the multiple roles of farmers, builders, and just about any other occupation required by their situation, were replaced by engineers specifically trained in a single discipline. Specilized training provided engineers the time and the skill necessary to accomplish feats of construction and environmental manipulation never before experienced in history. Comments: Engineers are the advanced form of Settlers, they settle twice as fast as Settlers. Warriors ======== Advance Required: None Obsolescence: Feudalism Domain: Ground Movement: 1 Attack: 1 Defense: 1 Hit Points: 10 Fire Power: 1 Cost to Build: 10 Shields AI Role: Defend Ability: None Comments: Use these to explore the surrounding lands at the beginning of the game, as they are the cheapest unit in the game. Phalanx ======= Advance Required: Bronze Working Obsolescence: Feudalism Domain: Ground Movement: 1 Attack: 1 Defense: 2 Hit Points: 10 Fire Power: 1 Cost to Build: 20 Shields AI Role: Defend Ability: None Description: The phalanx was a military formation developed in Greece, and perfected in Macedonia. It consisted of a large group of soldiers in ranks and files, usually from 8 to 32 men deep, armed with spears, swords, and large shields. The first five ranks of men pointed their weapons forward, forming a bristling barrier of spearpoints, while the others kept their spears upright to deflect incoming missiles. An enemy had difficulty approaching this formation. The attacking army was faced with a densely packed body of warriors, who were often advancing on the run. This usually caused the attackers to give ground rather than risk being impaled. Unfortunately, the phalanx lacked maneuverability, and became less prevalent when enemy forces became more professional and learned to outflank the formation. Comments: Build a few of these to defend each of you cities in the early-game. Archers ======= Advance Required: Warrior Code Obsolescence: Gun Powder Domain: Ground Movement: 1 Attack: 3 Defense: 2 Hit Points: 10 Fire Power: 1 Cost to Build: 30 Shields AI Role: Defend Ability: None Description: The bow and arrow, invented in prehistoric times, greatly improved the hunting skills of early man, allowing him to kill his targets from a distance. The bow was eventaully adapted for use in battle, and was first used by Egyptian, Persian and Assyrian armies as early as 5000 BC. The range provided by the bow allowed small forces of archers torout armies of a superior number who were armed with hand-to-hand weapons. Archers were often used to soften enemy resistance prior to sending in mounted and skirmishing forces. Refinements in design and construction allowed the bow to remain an effective weapon until it was finally replaced by firearms in the 1500's. Comments: If you plan on mounting an early attack on an opponent, Archers will be your number one choice because of their low cost. Legion ====== Advance Required: Iron Working Obsolescence: Gun Powder Domain: Ground Movement: 1 Attack: 4 Defense: 2 Hit Points: 10 Fire Power: 1 Cost to Build: 40 Shields AI Role: Defend Ability: None Description: The Roman Legions, created during the early wars of the Republic and tested during the three Punic Wars against Carthage, were the fighting force that conquered and held the Roman Empire for five centuries. Each legion was composed of 6000 men, divided into 60 smaller groups known as centuries. Nearly unstoppable on the attack, the legion was relatively weak on defense. The legion's demise as a military unit was accelerated by the destruction of the Emperor's Valens' army by gothic knights in the 4th Century. Comments: As well as Archers, Legions(or is it Legionaires?) should be used in early combat situations. Pikeman ======= Advance Required: Feudalism Obsolescence: Gun Powder Domain: Ground Movement: 1 Attack: 1 Defense: 2 Hit Points: 10 Fire Power: 1 Cost to Build: 20 Shields AI Role: Defend Ability: x2 on Defense vs. Horse Description: The growing deployment of knights on the battlefield demanded that foot soldiers develop new means of fighting that would lessen their vulnerability against mounted opponents. One of the best ways to do this was to lengthen the reach of the infantrymen by arming them with long sturdy spears known as pikes. Massed infantry armed with pikes, in conjunction with archers, managed to even the battlefield odds. Armies equipped in this manner managed to hold their own until the invention of gunpowder made knights a thing of the past. Comments: These replace Warriors and Phalanx(es). They will become the new defenders of your city. Musketeers ========== Advance Required: Gun Powder Obsolescence: Conscription Domain: Ground Movement: 1 Attack: 3 Defense: 3 Hit Points: 20 Fire Power: 1 Cost to Build: 30 Shields AI Role: Defend Ability: None Description: One of the most important developments in the history of warfare was the invention of firearms. Originally developed in the 14th Century, firearms eveolved quickly, and by the late 17th Century flintlock muskets had become commonplace in battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly foe for the knights who had dominated the battlefield for so many years. Armies were often comprised of a cobination of musketeers, cannon, and knights, each complimenting the strengths and weaknesses of one another. Large forces of musketeers within a fortress or behind city walls proved an exceedingly difficult obstacle to an attacking army. Muskets were the primary firearm in use until they were replaced by repeating rifles in the Mid-19th Century. Comments: Musketeers replace Pikemen as your city defenders, and also become one of your primary attackers. Fanatics ======== Advance Required: Fundamentalism Obsolescence: None Domain: Ground Movement: 1 Attack: 4 Defense: 4 Hit Points: 20 Fire Power: 1 Cost to Build: 20 Shields AI Role: Defend Ability: Free support under fundamentalism Description: Certain circumstances, such as strong religious beliefs or a totalitarian system of governement, can "inspire" citizens or factions to nationalism that approaches maniacal fervor. Fanatical Groups can often suceed in seemingly hopeless situations, fighting and defeating superior enemy forces. Often, fanatics pursue military and terrorist activity for years, even decades, before they can be caught or stopped. Their strength for both attack and defense comes from their willingness to fight for the ideals they believe in, and, if necessary, sacrifice their lives in the name of their cause. Comments: I don't really use Fanatics, but they're a cheap army under a fundamentalist government. Partisans ========= Advance Required: Guerrila Warfare Obsolescence: None Domain: Ground Movement: 1 Attack: 4 Defense: 4 Hit Points: 20 Fire Power: 1 Cost to Build: 50 Shields AI Role: Defend Ability: Treats all squares as road, Ignores ZOC Description: Partisans are militant groups who pledge their support to a leader or a system of government. Partisans differ from fanatics in their methods. Whereas fanatics are usually radicals prone to use terrorist tactics, partisans are usually trained soldiers who practice the more organised tactics of guerrila warfare. Partisan groups have existed at various times throughout history. Parisans were particularly active in the Nazi occupied countries of Europe during World War II, where their acts of sabotage against their conquerors often kept german troops busy quelling partisan uprisings while they should have been fighting on the front lines. Because of their unflagging dedication to their cause, partisans make formidable opponents. Comments: Partisans a.k.a. The most annoying unit in the game. I never build these. But everytime you capture an opponent city in the late game, these appear and try to take it back. Alpine Troops ============= Advance Required: Tactics Obsolescence: None Domain: Ground Movement: 1 Attack: 5 Defense: 5 Hit Points: 20 Fire Power: 1 Cost to Build: 50 Shields AI Role: Defend Ability: Treat all squares as road Description: In the colder regions of the world, where winter months tend to leave the ground snow covered, skiing often became one of the most reliable means of transportation. In the alpine countries of Europe, it became commonplace to train special groups of soldiers to take advantage of the snow covered, mountainous terrain by travelling on skis. This proved to be a huge advantage, especially if the enemy forces were not likewise equipped. In November 1939, for example, during the Russo-Finnish War, the Finns managed to cut off the supply and communication lines of the vastly superior Russian army through the use of their extremely mobile ski troops, and the Finns continued to hold an advantage throughout the winter months. Alpine Troops continue to be trained and utilized in military forces of the present day. Comments: One of the most useful units in the late game, because of their maneuvarability. They are guaranteed to move 3 squares each turn, no matter what terrain. Riflemen ======== Advance Required: Conscription Obsolescence: None Domain: Ground Movement: 1 Attack: 5 Defense: 4 Hit Points: 20 Fire Power: 1 Cost to Build: 40 Shields AI Role: Defend Ability: None Description: Two developments in the 19th Century made early firearms such as the muskets obsolete. The first was the use of a spiral grrove, or "rifling", inside the barrel of a gun. Second, was the development of the repeating rifle, which could fire multiple shots before it required reloading. The rifle was a better weapon than its ancestors, with much more accuracy over a greater range than the musket. Riflemen were first employed in large numbers during the American Civil War. The rifle gave a strong defensive advantage, since riflemen could fire several times while the attackers advanced. This was normally enough to hold any position. Riflemen held the advantage on the battlefield until the appearance of armoured attack vehicles. Comments: Riflemen replace Musketeers as the defenders of your city. You always should have at least 2 of these in each city. Marines ======= Advance Required: Amphibious Warfare Obsolescence: None Domain: Ground Movement: 1 Attack: 8 Defense: 5 Hit Points: 20 Fire Power: 1 Cost to Build: 60 Shields AI Role: Attack Ability: Can make amphibious assaults Description: The marines are the branch of the military service that operates seperately, but is under the ultimate control of the secretary of the navy. The Marine Corps is a combined branch of the military; their training prepares them to carry out integrated land, sea, and air operations. The first marines were comissioned during the American Revolution, only to be inactivated after the war. The Marine Corps was then permanently reestablished by Congress in July 1798. Legendary for their toughness, rigid codes of behaviour, and adaptability, they have played an important role in almost every major war and conflict of the 19th and 20th centuries. Comments: These will be your primary attack force in the late game, put them on a transport and attack from it. Paratroopers ============ Advance Required: Combined Arms Obsolescence: None Domain: Ground Movement: 1 Attack: 6 Defense: 4 Hit Points: 20 Fire Power: 1 Cost to Build: 60 Shields AI Role: Defend Ability: Can make paradrops Description: Although the idea of the parachute was suggested in the 16th Century drwaings of Leonardo da Vinci, the first parachute was not invented until the late 1700's. For years, parachutes were standard emergency equipment for balloonists. Claire Chennault, an American pioneer of aviation pursuit tactics during World War I, was the first to suggest using parachutes to drop troops behind enemy lines. This idea was widely used. Paratroopers were flown behind enemy lines in transport planes and dropped from low altitude, allowing them to attack the enemy from behind. Today, paratroopers are usually highly-trained special forces personnel, trained to covertly infiltrate enemy territory. Comments: Paratroopers are one of the best units in the game, after attacking a city with your forces and taking out the defense, you then Paradrop in and take the city. Mechanized Infantry =================== Advance Required: Labor Union Obsolescence: None Domain: Ground Movement: 3 Attack: 6 Defense: 6 Hit Points: 30 Fire Power: 1 Cost to Build: 50 Shields AI Role: Defend Ability: None Description: The introduction of armored tanks meant that armies could quickly break through enemy defensive positions and move agressiveley forward on the battlefield. Such a quick advance, however, left the ground won in the advance largely undefended. Mechanized Infantry, which was first used during World War II, was designed to be able to move in quickly and defend the area behind the tanks. Infantry were mounted in armored vehicles, such as half-tracks and Armored Personnel Carriers (APCs), to carry them quickly and safely along with the rapidly advancing armored divisions. Comments: Get these early because they can turn the game around for whoever gets them. They have good attack and defense and are not too expensive. Horsemen ======== Advance Required: Horseback Riding Obsolescence: Chivalry Domain: Ground Movement: 2 Attack: 2 Defense: 1 Hit Points: 10 Fire Power: 1 Cost to Build: 20 Shields AI Role: Attack Ability: None Description: The necessity for speed and mobility in times of war was recognised even in ancient times. The infantrymen of some ancient armies would ride horses to get from one engagement to another, dismounting to fight when they reached the battlefield. Because of their speed, horsemen could also be used as scouts to pinpoint enemy positions. In the second century BC, the Chinese invention of the stirrup allowed this concept of mobility to go one step further. Stirrups provided the stability and leverage necessary to allow soldiers to fight from horseback, leading to the earliest examples of cavalry units. Continuous developments in arms and armor eventually led to knights, dragoons, and finally the advanced cavalry of the 18th and 19th Century. Comments: I don't really use Horsemen, because of their poor attack against Pikemen. And, anyway, the early game is not where the wars should happen, it is for discovery and learning. Chariot ======= Advance Required: The Wheel Obsolescence: Polytheism Domain: Ground Movement: 2 Attack: 3 Defense: 1 Hit Points: 10 Fire Power: 1 Cost to Build: 30 Shields AI Role: Attack Ability: None Description: The chariot was the first true fighting vehicle. It was used by ancient armies to transport archers and other troops to the battlefield, where they would disembark and fight. The chariot was turned into a fearsome offensive weapon by the Assyrians, whose archers and spearmen fought from inside the chariot itself. Few enemies were able to withstand the onslaught of Assyrian Chariots. This devasting form of attack was soon adopted by many of the Assyrian's enemies, who used the chariot against them with good effect. Comments: I never use chariots. Like I said above, I don't fight in the early game. Elephant ======== Advance Required: Polytheism Obsolescence: Monotheism Domain: Ground Movement: 2 Attack: 4 Defense: 1 Hit Points: 10 Fire Power: 1 Cost to Build: 40 Shields AI Role: Attack Ability: None Description: The elephant is the largest living land mammal, reaching a size of 10 to 13 feet in height depending on the species. Descended from the ancient mammoths and mastodons, elephants can be trained to serve humans in many fields of endeavor. One such use of elephants in ancient times was as beasts of war. Elephants were used in battle against Alexander the Great in 326 BC, and they were used both as pack animals and in battle by Hannibal of Carthage in his famous alpine crossing in 218 BC. Although generally impractical as mounts due to their slow speed, the mere mental impact of seeing such massive beasts included in the advancing enemy ranks could provide the attacker with an element of surprise. Comment: They may have good attack strength, but if they get attacked they die easily. Crusaders ========= Advance Required: Monotheism Obsolescence: Leadership Domain: Ground Movement: 2 Attack: 5 Defense: 1 Hit Points: 10 Fire Power: 1 Cost to Build: 40 Shields AI Role: Attack Ability: None Description: Between 1095 and 1270, European Christians waged a series of wars known as the Crusades. These holy wars, sanctioned by the Pope, were fought to free the Christian Holy Lands from Muslim control. The crusaders themselves were a mixed lot, with many different backgrounds and reasons for fighting. However, most of them joined the ranks out of religious fervor, and a feeling that their personal salvation was guaranteed when fighting for such a holy cause. Despite the fact that the crusaders fought with all the strength of their religious conviction, the Crusades accomplished very little in a military sense; however, the European economy and a desire for exploration was greatly increased. Comments: I use rarely, but when I do they come in truckloads. If you are at war, and you can build these, go ahead. Knights ======= Advance Required: Chivalry Obsolescence: Leadership Domain: Ground Movement: 2 Attack: 4 Defense: 2 Hit Points: 10 Fire Power: 1 Cost to Build: 40 Shields AI Role: Attack Ability: None Description: Knights were heavily armored, mounted men-at-arms in medieval Europe. Like the samurai of ancient Japan, knights followed a strict code that covered their behaviour both in battle and in their personal pursuits. Fighting astride powerful horses, armored knights had a distinct advantage over enemies on foot and remained the dominant force on the battlefield when battles were primarily fought hand-to- hand. Occasionally, brilliant tactics allowed kinghts to be outmaneuvered, but it wasn't until the development of gunpowder that knights were rendered obsolete. Comment: How I love knights, its not like the are a mean fighting unit, it's just that I am enthralled by the medieval era. If you are waging a war in the mid-game, use knights for their high attack strength. Dragoons ======== Advance Required: Leadership Obsolescence: Tactics Domain: Ground Movement: 2 Attack: 5 Defense: 2 Hit Points: 20 Fire Power: 1 Cost to Build: 50 Shields AI Role: Attack Ability: None Description: Dragoons wer mounted soldiers armed with short muskets who fought, both on horseback and on foot, during the time of the American Revolution. The name comes from the French word for "dragon", and refers to the "fire breathing weapons" used by these troops. British general John Burgoyne utilized a force of Hessian dragoons to attack an American Supply base at the Battle of Bennington in 1777. Despit their large numbers, the dragoon mercenaries were severely routed by several detachments from the New Hampshire militia. Comment: These replace Knights as your primary mid-game attack unit. In a war, you'll need many of these to survive. Cavalry ======= Advance Required: Tactics Obsolescence: Mobile Warfare Domain: Ground Movement: 2 Attack: 8 Defense: 3 Hit Points: 20 Fire Power: 1 Cost to Build: 60 Shields AI Role: Attack Ability: None Description: Cavalry are mounted soldiers trained to fight on horseback. Because of their speed, cavalry units were often used for reconnaissance missions and hit-and-run raids on enemy installations and troops. Although warriors figthing from horseback with a variety of weapons dates back to ancient Egypt, horse mounted cavalry as we generally think of it today actually began in the late 1700's. Under Napoleon, the cavalry became an elite force, freqeuntly deployed simultaneously with foot soldiers, to mask the movements of the main battle force. Cavalry were used extensively in the American Civil War, and in other conflicts throughout the mid to late 19th Century. When the repeating rifle replaced earlier single-shot firearms, horse-mounted troops became easy targets for infantrymen. The South African War from 1899 to 1902, was the last major conflict wherecavalry played a major role. Today, the roles once performed by horse-mounted cavalry have been assumed by troops utilizing armored assault vehicles and aircraft. Comments: Cavalry have a great attack stregth, so use it to your adavantage. Armor ===== Advance Required: Mobile Warfare Obsolescence: None Domain: Ground Movement: 3 Attack: 10 Defense: 5 Hit Points: 30 Fire Power: 1 Cost to Build: 80 Shields AI Role: Attack Ability: None Description: The rise in the use of semi-automatic and automatic firearms in the late 19th and early 20th century led to the demise of horse-mounted cavalry. Attackers lost a significant adavantage in both scouting and deployment as a result of the cavalry's vulnerability. It was only with the development of tanks, armored mobile attack vehicles equipped with jigh-caliber guns, that a weapon was found which could once more be used to punch a hole through enemy field forces. First appearing in World War I, armored attack vehicles moved quickly and struck with power, while still possessing an effective defense strength. Tanks are a powerful weapon against any ground unit. Comments: These replace Cavalry, and are a much better attack force. You will use these in many of your late-game attacks. Catapult ======== Advance Required: Mathematics Obsolescence: Metallurgy Domain: Ground Movement: 1 Attack: 6 Defense: 1 Hit Points: 10 Fire Power: 1 Cost to Build: 40 Shields AI Role: Attack Ability: None Description: The catapult was on of the earliest forms of atillery. It was a large mechanical arm that propelled heavy stones and other missiles from a great distance, battering down wallsand inflicting damage on buildings and defenders. Though cumbersome and nearly useless on the battlefield, the catapult was an effective weapon for attacking cities and fortified enemies. Comments: These are used in early-game combat situations but always must be accompanied by a good defensive unit, because of their vulnerability. Cannon ====== Advance Required: Metallurgy Obsolescence: Machine Tools Domain: Ground Movement: 1 Attack: 8 Defense: 1 Hit Points: 20 Fire Power: 1 Cost to Build: 40 Shields AI Role: Attack Ability: None Description: Closely following the invention of Gunpowder, the development of the cannon caused a revolution in seige warfare. Invented by a German Monk in the 14th century, early cannons used gunpowder charges to fire rocks or metal balls. The cannon forced a redesign of most fortifications because the straight, high walls surrounding most cities could be easily destroyed by direct fire. This was the fate of the walls of Constatinople, which had held against countless seiges for over a thousand years. The cannon quickly assumed an important position on the battlefield. Comments: Cannons replace Catapults, and when used should always be accompanied by a defensive unit. Artillery ========= Advance Required: Machine Tools Obsolescence: Robotics Domain: Ground Movement: 1 Attack: 10 Defense: 1 Hit Points: 20 Fire Power: 2 Cost to Build: 50 Shields AI Role: Attack Ability: None Description: Artillery is a general term covering several varities of large caliber weapons including mortars and field guns. Mortars fire an explosive projectile in a high arc, and are particularly effective against small concealed targets. Feild guns, long-range weapons that fire their prokectiles in a flat arc, are used primarily for their ability to penetrate hard targets. Powerful enough to batter opposing forces even behind the strongest fortifications, artillery is also able to move quickly from one firing position to another. This is an important capability when fighting a moving battle or avoiding enemy fire. Comments: These replace Cannon, and are another good improvement. They have an increased attack rate, as well as increased Firepower. Howitzer ======== Advance Required: Robotics Obsolescence: None Domain: Ground Movement: 2 Attack: 12 Defense: 2 Hit Points: 30 Fire Power: 2 Cost to Build: 70 Shields AI Role: Attack Ability: Ignores city walls Description: The howitzer is a specially designed piece of atillery. As originally designed, the howitzer was a cross between the short-ranged mortar and the long-ranged field gun. When fired in a high arc, the howitzer shell was able to achieve the mortar's effectiveness against small, concealed targets. When fired in a flat trajectory, the shell had more range than the mortar and the penetration power of the field gun. Howitzers were easier to transport than other types of heavy artillery due to their smaller size, and could be mounted on wheels and towed by a truck. Modern light howizters fire a variety of specialised ammunition, and their accuracy now makes them more effiecent and lethal than older heavy howitzers and field guns. Comments: The howitzer replaces the artillery. The howitzer has the highest attack strength of any ground unit. It also has the added bonus of being able to move two squares a turn. Fighter ======= Advance Required: Flight Obsolescence: Stealth Domain: Air Movement: 10 Range: 1 Attack: 4 Defense: 3 Hit Points: 20 Fire Power: 2 Cost to Build: 60 Shields AI Role: Air Superiority Ability: Ignores ZOC, Ignores City Walls, Can attack aircraft Description: The earliest military aircraft were used primarily in a reconnaissance role. In 1915, during World War I, aircraft designer Anthony Fokker developed a gear system that allowed a plane-mounted machine gun to fire through the propellor, giving birth to the first fighter aircraft. The fighter's mission was to shoot down enemy reconaissance and fighter planes. Later, as the use of bombers became more widespread, fighters were called upon to act as interceptors against enemy bombing runs and escorts for friendly bombers. The best way to ensure the safe passage of friendly bombers to their selected targets is the destruction of enemy fighters. Comments: When you discover flight, build these! Send them out, attack, return. And again...and again...and again.... Bomber ====== Advance Required: Advanced Flight Obsolescence: Stealth Domain: Air Movement: 8 Range: 2 Attack: 12 Defense: 1 Hit Points: 20 Fire Power: 2 Cost to Build: 120 Shields AI Role: Air Superiority Ability: Ignores ZOC, Ignores City Walls Description: The bombing of strategic targets from the air dates back to the beginning of World War I, when the Germans used Zepplins to bomb Paris and London. Because zepplins proved to be extremely vulnerable, they were withdrawn from war in favour of airplanes. By the end of World War I, planes were being designed specifically as bombers. The bomber's job is to carry bombs into enemy territory, normally beyond the range of artillery, and destroy targets of military and economic value. Bombers were often designed for specific missions, such as attacking ships, bombing vehicles and railroads, daylight precision bombing, and carpet bombing. Comments: These will be your primary attack force for a lengthy period until you discover stealth, but until you do, use these to capture cities. Helicopter ========== Advance Required: Combined Arms Obsolescence: None Domain: Air Movement: 6 Range: Infinite Attack: 10 Defense: 3 Hit Points: 20 Fire Power: 2 Cost to Build: 100 Shields AI Role: Air Superiority Ability: Ignores ZOC, Ignores City Walls, Can spot submarines Description: The concept that was to become the modern helicopter was first explored by artist/engineer Leonardo da Vinci. He made sketches of rotor-driven aircraft in the early 16th century. It was not until 1939, however, that the first practical helicopter design was developed. Helicopters have a distinct adavntage over fixed-wing aircraft in that they can take off and land vertically. This makes it possible for helicopters to operate in many places that would be too small to accomodate a runway. Today, helicopters are used in civilian roles as rescue vehicles and by law enforcement agencies. All branches of the military utilize many different types of helicopters, from giant cargo and troop carriers to fast and maneuvarble gunships used asair support for ground troop operations. Comments: This, in my humble opinion, is the best unit in the game. It has an attack of 10, it can take enemy cities, and it doesn't need to refuel. Stealth Fighter =============== Advance Required: Stealth Obsolescence: None Domain: Air Movement: 14 Range: 1 Attack: 8 Defense: 4 Hit Points: 20 Fire Power: 2 Cost to Build: 80 Shields AI Role: Air Superiority Ability: Ignores ZOC, Ignores City Walls, Can attack aircraft Description: Starting in the second world war, radar technology came into widespread use both for detection and targeting of aircraft. Beacuse of this, aeronautical engineers beagn searching for ways to make aircraft less "visible" to electronic tracking and weapon systems. The earliest stealth technologies consisted of coating aircraft with materials that would absorb rather than deflect a radar signal. In the late 1970s, designs incorporating this technology, as well as a unique fuselage shape designed to defelct radar away from its source, were prototyped. The first true stealth fighter, the Lockheed F-117A, flew for the first time on June 18, 1981. This fighter, incorporating the latest anti-radar and anti-thermal innovations, is capable of entering enemy territory, delivering its payload, and returning to base with little chance of detection. These unique, black aircraft served wellin the Persian Gulf War in 1991, and have served as a basis for further development of stealth aircaft technology. Comments: These replace Fighters, and have twice the attack strength and a greater range, which makes them a formidable unit in the late-game. Stealth Bomber ============== Advance Required: Stealth Obsolescence: None Domain: Air Movement: 12 Range: 2 Attack: 14 Defense: 5 Hit Points: 20 Fire Power: 2 Cost to Build: 160 Shields AI Role: Air Superiority Ability: Ignores ZOC, Ignores City Walls Description: Concurrent with the development of a stealth fighter, aeronautical engineers began to apply stealth technology to a full-scale bomber. The B-1B Bomber, which went into service in 1986 as a replacement for the B-52, incorporated some of these innovations. The radar signature of the B-1B was reduced to a mere 1 percent that of the B-52 due to its low cross-section and its minimal use of radar-reflective, hard-edged services. Soon afterthe B-1B entered service, the U.S. Air Force comissioned Northrop to develop a true stealth bomber as an eventual replacement. First revealed to the public in 1988, the B-2 Stealth Bomber uses a flying wing similar in shape to the F-117A Stealth Fighter. The flying wing design reduces the profile of the B-2 by incorporating its engines into the body of the plane. The engine exhausts and intakes are shielded to prevent infrared tracking. The B-2 also makes use of curved surfaces and radar-absorbing materials to enhance its "invisibilty", and make it far less detectable than the B-1B. As of the late 1980s, it was announced that the 132 B-2's would be constructed, and would enter service sometime in the 1990s. Comment: These are absolutely magnificent, if you haven't got these in the late game, get them, and lots of them. Whats better than a 14 attack strength? You may say a missile, but they can't be re-used. You'll get to attack the city every turn until its falls into your hands. Trireme ======= Advance Required: Map Making Obsolescence: Navagation Domain: Sea Movement: 3 Attack: 1 Defense: 1 Hit Points: 10 Fire Power: 1 Cost to Build: 40 Shields Holds: 2 AI Role: Sea Transport Ability: Must stay near land, Transports ground units Description: The trireme was the first ship designed for war. Introduced by the Greeks, triremes were powered by three banks of oars on each side, manned by well-trained oarsmen. These oarsmen were highly paid professionals or patriotic citizens, not slaves and prisoners as depicted in fiction. A huge bronze "beak", mounted on the bow of the ship was used to ram and sink enemy ships. Because of its long, narrow hull, the trireme was very unstable in all but the calmest waters, and as a consequence its crew rarely ventured out of sight of land for long periods of time, lest the ship be caught in a storm and sunk. Comments: Don't bother building these, because you can discover ones that can stray from land, a short time later. Caravel ======= Advance Required: Navigation Obsolescence: Magnetism Domain: Sea Movement: 3 Attack: 2 Defense: 1 Hit Points: 10 Fire Power: 1 Cost to Build: 40 Shields Holds: 3 AI Role: Sea Transport Ability: Transports ground units Description: The caravel was a small sailing ship with three or four masts, a broad bow, and a high narrow stern. Though often used as a warship, the caravel could also carry over 100 metric tons of cargo. Caravels were commonly used by the Spanish and Portuguese for both commerce and exploration. Christopher Colombus' three ships, the "Nina", "Pinta", and "Santa Maria" were all caravels. Comments: These replace triremes, and are much, much better. They can stray away from land and even have a better attack. These will be used to explore other islands in the early-game. Galleon ======= Advance Required: Magnetism Obsolescence: Industrialization Domain: Sea Movement: 4 Attack: 0 Defense: 2 Hit Points: 20 Fire Power: 1 Cost to Build: 40 Shields Holds: 4 AI Role: Sea Transport Ability: Transports ground units Description: By the late 15th century, oar-powered vessels had all but disappeared from the world's oceans, to be replaced by sailing vessels of various types. The galleon was one such vessel. Galleons were three- or four-masted ships, built high in both the forecastle and the stern. Developed in the 15th and 16th century, these versatile ships were mainly used as cargo vessels, although they were sometimes outfitted as light warships as well. Ships of this type served European nations well in to the 1700s. Comment: These replace the caravel, with a higher hold capacity, but they have no attack rate. They are only used for exploration. Frigate ======= Advance Required: Magnetism Obsolescence: Electricity Domain: Sea Movement: 4 Attack: 4 Defense: 2 Hit Points: 20 Fire Power: 1 Cost to Build: 50 Shields Holds: 2 AI Role: Naval Superiority Ability: Transports ground units Description: The frigate was a fast and powerful sailing warship that eveolved to fill several important naval roles, primarily to raid enemy shipping. These three masted ships were lighter and faster than the European great ship or man-of-war, and usually carried 36 or fewer guns. The frigate was powerful enough to overcome most of its prospective opponents and fast enough to escape those it could not outgun. Because of their speed and strength, frigates were often employed as escorts for merchant vessels during times of war. The frigate remained the most useful and domininant naval vessel until the development of the Ironclad. Comments: These also replace the Caravel, and become the ruler of the seas in all battles. If you plan on waging a naval war, these'll be your primary assault force. Ironclad ======== Advance Required: Steam Engine Obsolescence: Electricity Domain: Sea Movement: 4 Attack: 4 Defense: 4 Hit Points: 30 Fire Power: 1 Cost to Build: 60 Shields Holds: 0 AI Role: Naval Superiority Ability: None Description: Ironclads were the forerunners of future generations of armored naval vessels. Instead of simple wooden hulls found on other ships at the time, Ironclads were covered with strong metal plating. This plating made them nearly impervious to large-caliber exlosive shells that would easily penetrate and destroy wooden vessels. Ironclads made their first appearance during the American Civil War, and quickly gained dominance over other ships of that era. Perhaps the most famous naval battle of the Civil War was the battle between the confederate ironclad "Merrimack", and the union ironclad "Monitor", which lasted for several hours before the "Merrimack" was forced to withdraw. Comments: Only build these if you are deep in war, because better ships will come along quickly(if you're a democracy, anyway). Destroyer ========= Advance Required: Electricity Obsolescence: None Domain: Sea Movement: 6 Attack: 4 Defense: 4 Hit Points: 30 Fire Power: 1 Cost to Build: 60 Shields Holds: 0 AI Role: Naval Superiority Ability: Can spot enemy submarines Description: Destroyers are small escort ships that serve a variety of useful functions. These light, fast vessels were used extensively in World War II to provide air and sea cover for carrier groups. One of the primary functions of the destroyeris to locate and destroy enemy submarines. Using their sonar equipment to locate the subs, and their batteries of depth charges and torpedoes to destroy them, the destroyer forces of World War II were the key to the sucess of many crucial naval operations. Modern destroyers are still used in much the same role, as escorts for larger vessels and as submarine hunters. In addition to five-inch guns, the arsenal of today's destroyer includes antisubmarine helicopters, anti-ship cruise missiles, and the Phalanx system for defence against anti-ship missiles. Comments: Destroyers are not build for their sheer power, you build them to patrol the seas. You use other slower ships for their attack power. Cruiser ======= Advance Required: Steel Obsolescence: Rocketry Domain: Sea Movement: 5 Attack: 6 Defense: 6 Hit Points: 30 Fire Power: 2 Cost to Build: 80 Shields Holds: 2 AI Role: Naval Superiority Ability: Can spot enemy submarines Description: The cruiser is the modern equivalent of the frigate. Although much more powerful than its sailing forebearer, it is designed for much the same type of mission: to act as a sea raider and escort. Cruisers can conduct shore bombardments, though their firepower cannot match the destructive forces of the battleship. The cruisers defensive capabilities are also inferior to those of the battleship. These shortcomings are balanced by the cruisers lower cost and higher speed. Cruisers serve an important role in scouting missions, convey escorts, and the attack of the transport vessels. Comment: These are a good attacker until you get the battleship, and will do you proud in attack. AEGIS Cruiser ============= Advance Required: Rocketry Obsolescence: None Domain: Sea Movement: 5 Attack: 8 Defense: 8 Hit Points: 30 Fire Power: 2 Cost to Build: 100 Shields Holds: 0 AI Role: Naval Superiority Ability: x2 defense vs air, can spot submarines Description: Cruisers have long served in the role of escort and defensive vessels, screening carrier task forces and amphibious assaults from enemy ships and aircraft. In recent years, the abilities of the cruiser have been upgarded significantly. In addition to their traditional five-inch guns, cruisers also carry batteries of Harpoon and Tomahawk missiles. The latest development in cruiser armament is the AEGIS surface-to-air missile system, which allows cruisers to target and fire their missiles more accurately and more effectively than ever before. The cruisers of today are highly capable of intercepting and destroying enemy submarines, surface ships, aircraft, and missiles. Comment: AEGIS cruisers are a hepful addition to your navy because of their rounded stats and lower cost. Battleship ========== Advance Required: Automobile Obsolescence: None Domain: Sea Movement: 4 Attack: 12 Defense: 12 Hit Points: 40 Fire Power: 2 Cost to Build: 160 Shields Holds: 0 AI Role: Naval Superiority Ability: None Description: The battleship was once the most powerful vessel on the seas. Heavily armored and difficult to destroy, its massive guns could accurately fire heavy projectiles at tagets miles away. The battleship had two primary functions: clearing the seas of enemy ships and bombarding enemy coastal targets, usually in preperation for an invasion. The battleship's importance began to decline in World War II, when the increasing number of aircraft carriers greatly extended the range of naval conflicts. Ship-to-ship combat became less frequent than long-range air attacks against enemy battle groups. The last of the U.S. Navy's battleships was decomissioned shortly after the Vietnam war, but the four battleships in the Iowa class were remodelled and recomissioned in the 1980s. Comment: The BEST naval unit! No doubt about it, what other unit has a 12 attack and a 12 defense? If it had a higher movement rate this would be unstoppable. Submarine ========= Advance Required: Combustion Obsolescence: None Domain: Sea Movement: 3 Attack: 10 Defense: 2 Hit Points: 30 Fire Power: 2 Cost to Build: 60 Shields Holds: 0 AI Role: Naval Superiority Ability: Invisible to enemy ships, Transports missiles Description: A submarine is a submersible warship, designed to attack enemy vessels while remaining hidden underwater. Although defensively weak, submarines are feared because of their ability to make a stealthy approach and attack without warning. Often the presence of a submarine is not detected until the first of the sub's torpedoes strikes its target. Submarine warfare was first used extensively by the Germans during World War I. Developments after the war, such as sonar, made the submarine even more effective. During World War II, submarines were used extensively by all the world's naval powers. Today's submarines in addition to their role as fast attack vessels, also carry nuclear weapons that can be fired from underwater positions just off the coast of an enemy country. Comment: Submarines are excellent units, because of their invisibilty and their ability to carry missiles. Although the submarine is invisible, unfortunately the missiles can be seen. Carrier ======= Advance Required: Advanced Flight Obsolescence: None Domain: Sea Movement: 5 Attack: 1 Defense: 9 Hit Points: 40 Fire Power: 2 Cost to Build: 160 Shields Holds: 0 AI Role: Naval Superiority Ability: Transports air units Description: The aircaft carrier first came into widespread use during World War II. Carriers act as floating airfields, carrying fighters and bombers far from friendly territory to be launched against enemy targets. This allows an air strike against targets both on land and on sea that would otherwise be far out of range. Carriers also have the capability to launch nuclear weapons. The range of the aircraft launched from carriers forever changed the methodology of naval battles. Opposing fleets could now engage in battle without either fleet ever entering the other's visual range, ending the dominance of the battleship as the strongest vessel on the sea. Comments: Whats better than a ship which holds missiles? A one that works as an airport, too. These are indespensible units and should be the launching pad of your attacks. Transport ========= Advance Required: Industrialization Obsolescence: None Domain: Sea Movement: 5 Attack: 0 Defense: 3 Hit Points: 30 Fire Power: 1 Cost to Build: 50 Shields Holds: 8 AI Role: Sea Transport Ability: Transports ground units Description: A troop transport ship, which in peacetime serves as a cargo or passenger vessel, is the principle means used by modern powers to move large quantities of military equipment and personnel over large distances. Because transports lack offensive weaponry, they require armed vessels as escorts during times of war. A properly escorted transport can move large military forces to a new area quickly to act as reinforcements or as an attacking force. Comment: This is what you've been waiting for, a high-defense sea transport, with a high holds rate. Put on your tanks, deliver to enemy soil, attack.... What more can I say? Cruise Missile ============== Advance Required: Rocketry Obsolescence: None Domain: Air Movement: 12 Range: 1 Attack: 18 Defense: 0 Hit Points: 10 Fire Power: 3 Cost to Build: 60 Shields AI Role: Attack Ability: Destroyed after attacking, Ignores ZOC & City Walls Description: One of the most effective weapons in modern military arsenals is the cruise missile. Cruise missiles such as the AGM-86 and the Tomahawk can be launched against a strategic target hundreds of miles away, travelling low to avoid radar and other means of detection, and hitting its target with unnerving accuracy. They can also be used against short-range, tactical targets such as ships. In this role, it is often possible, for a single $1 million missile to seriously damage or even destroy $80 million warships. These versatile weapons can be launched from air, sea, or land with equal effectiveness. Comment: These are excellent, high attack, no-pollution, missiles. I always use these because I don't like Nuking people, because I'll just have to clean up the pollution. Nuclear Missiles ================ Advance Required: Rocketry Obsolescence: None Domain: Air Movement: 16 Range: 1 Attack: 99 Defense: 0 Hit Points: 10 Fire Power: 1 Cost to Build: 160 Shields AI Role: Attack Ability: Destroyed after attacking, Ignores ZOC Description: The deployment of atomic bombs at Nagasaki and Hiroshima at the end of World War II changed the world's standards for measuring military power. Nuclear weapons can eradicate ground forces and armored divisions, and flatten cities with their awesome explosive power. In the years following World War II, arsenals of nuclear weapons were built up rapidly by opposing nations, each fearing the capabilities of the other. This massive arms build up has acted as a detterent to a full-scale war, since all the governments involved are aware of the consequences should such a war take place. The threat imposed by the huge nuclear arsenals of the world powers may one day be eradicated by the deveopment of the development of the Strategic Defense Initiave, or SDI, a system designed to destroy enemy missiles in flight before they can reach their targets. Comment: I hate using these, the pollution they cause is terrible and takes an age to clean up. There are easier ways of attacking cities... Diplomat ======== Advance Required: Writing Obsolescence: Espionage Domain: Ground Movement: 2 Attack: 0 Defense: 0 Hit Points: 10 Fire Power: 1 Cost to Build: 30 Shields AI Role: Diplomacy Ability: Ignores ZOC Description: Diplomats serve their homeland in a variety of ways. Their primary function is to maintain contact with other civilizations, and report on any deveopments of interest. Diplomats are also capable of engaing in less reputable activities, including sabotage of enemy production; the theft of civilization adavances; and the subversion of enemy troops and cities. Although they have no cobat value, diplomats are nevertheless powerful weapons if utilized properly. Comment: Diplomats are very good units: They steal technology and can subvert enemy cities, although nowhere as good as spys, they will do for the time-being. Spy === Advance Required: Espionage Obsolescence: None Domain: Ground Movement: 3 Attack: 0 Defense: 0 Hit Points: 10 Fire Power: 1 Cost to Build: 60 Shields AI Role: Diplomacy Ability: Ignores ZOC Description: One of the most effective ways to comile information about an enemy (or potential enemy) is by infiltarting the enemy's ranks. This is the job of the spy. Spies can bring back all sorts of information concerning the size and strength of an enemy army. They can also find dissidents within the enemy's forces and influence them to defect. In times of crisis, spies can also be used to steal technology and to sabotage the enemy in various ways. Counterintelligence opeartives can feed false information to enemy spies, protecting important domestic secrest and preventing attempts at subversion. Nearly every society has very strict laws concerning espionage, and the penalty for being caught is often death. However, the benefits that can be gained through espionage are generally felt to outweigh the risks. Comments: These are one of my favourite units, buying enemy cities from under their feet is excellent, and can also be a cheap way of doing it. Caravan ======= Advance Required: Trade Obsolescence: Corporation Domain: Ground Movement: 1 Attack: 0 Defense: 1 Hit Points: 10 Fire Power: 1 Cost to Build: 50 Shields AI Role: Trade Ability: Ignores ZOC Description: Trade has been a major source of income to civilizations throughout history. Journeying to distant lands, caravans exchanged their loads of goods for money or other items of value. In addition, the traders who accompanied the caravans often brought back new knowledge about the advances made by the civilizations with whom they did business. Marco Polo, for example, went with traders to China. He remained there for many years, and brought back much valuable information to the west. Comments: I don't really build these unless I really need the money. If you need money build a few, if not, concentrate on more important matters. Freight ======= Advance Required: Corporation Obsolescence: None Domain: Ground Movement: 2 Attack: 0 Defense: 1 Hit Points: 10 Fire Power: 1 Cost to Build: 50 Shields AI Role: Trade Ability: Ignores ZOC Description: Freight units are the modern day equivalent of the trade caravans in the ancient world. Whereas in early history raw materials, trade good, food, and manufactured itemswere transported by camel or wagon, modern shipments are transported by a variety of methods including trucks and railroads. The speed and convenience of modern transportation methods allows civilizations to set up supply routes and move larger quantities of mercahndise and trade goods farther and faster than ever. Comments: I don't build these, either, because I'm either democracy or fundamentalist by the time I get them, and have lots of money. Explorer ======== Advance Required: Seafaring Obsolescence: Guerilla Warfare Domain: Ground Movement: 1 Attack: 0 Defense: 1 Hit Points: 10 Fire Power: 1 Cost to Build: 30 Shields AI Role: Attack Ability: Ignores ZOC, treats all squares as road Description: Since the dawn of history, there has been a need for humans to investigate their surroundings and expand their knowledge of the world around them. Even the eralist civilizations sent people in search of wealth and resources in distant lands. With the advent of extensive sea travel, explorers such as Christopher Colombus and Amerigo Vespucci mapped and chartered territories far from their homelands. These early explorers opened the New World to trade and colonization. Comment: These are good units to use to explore the world as you start out, because they treat all squares as road. ------------------------------------------------------------------------------ 11. Improvements ------------------------------------------------------------------------------ -IMP- Palace ====== Advance Required: Masonry Building Cost: 100 Upkeep Cost: 0 Eliminates corruption and waste in the city, and decreases it in all nearby cities. Description: When populations began to organize their communities into cities, their governments became more structured and formalized. At an early stage, the ruler of the city established headqaurters from which the business of running the city was conducted. In many cases, these buildings also served as the living quarters of the ruler. In wealthy cities, these facilities often expanded into immense, sprawling palaces. These richly adorned, imposing buildings were a source of civic pride, and helped to reinforce the aura of power surrounding the ruler. Barracks ======== Advance Required: None Building Cost: 40 Upkeep Cost: 1 City produces Veteran ground units. Ground units can be completely repaired in a single turn. Description: Warfare has been a recurring phenomenon throughout the history of mankind, and it continues to plague the world today. Although war is not a desirable situation, it is important that even the most peaceful of societies be prepared for the possibility of war. When warring nations are closely matched in technology and manpower, battles are usually won by the army with the best training. Military schools and academies exist all over the world, established for the purpose of training military personnel in the latest methods, tactics, and technology. Men and women who graduate from such facilities possess higher than average command and military and technology skills, making them more effective in combat situations. Granary ======= Advance Required: Pottery Building Cost: 60 Upkeep Cost: 1 Only half of city's food store is depleted when city increases in size. Description: Early humans were nomadic, settling in specific regions for brief periods of time. When food supply was exhausted in one area, the nomads would move on to search for more. Cities became possible only when the development of agriculture made the supply of food more abundant and dependable. However, cities still needed a way to keep the food supply stable throughout all four seasons. To do so, the citizens had to come up with a way to store seasonal crops for later use. The granary was designed for the storage and protection of surplus food. Food storage technology meant that a smaller percentage of the population could produce and store enough food for everyone, allowing the remainder to pursue other jobs and activities. Temple ====== Advance Required: Ceremonial Burial Building Cost: 40 Upkeep Cost: 1 Up to two discontented citizens are made content. Description: In ancient times, almost every city had a temple dedicated to the city's patron god. Many cities also had temples dedicated to other gods as well. In modern times, temples are though of as places of worship, like churches and cathedrals. Ancient socities, however, considered temples to be the local dwelling place for the god or goddess to whom they were dedicated. The faithful citizens brought gifts of food, rare metals, and spices to the temple as a sign of homage and respect. The presence of a temple in the city had a comforting effect on the population, and wise rulers often constructed one as soon as the city began to grow. MarketPlace =========== Advance Required: Currency Building Cost: 80 Upkeep Cost: 1 Increases tax and luxury output by 50%. Description: As cities grew and prospered, trade between the farmers, artisans, and craftsmen who lived in the vicinity contributed to the economic health of the city. It soon became apparent that the best way for conducting trade within the city was to have a central location, or marketplace, where the people offering goods and services, or seeking them, could meet and conduct business. As a city's marketplace grew larger and more active, the economic vitality of the city grew as well. Library ======= Advance Required: Writing Building Cost: 80 Upkeep Cost: 1 Increases science output by 50%. Description: The development of writing meant that the accumulated knowledge of a society could be written down and stored rather than memorized and passed along by word of mouth. The accumulated written material was stored in a library. The libraries of the ancient world, especially those at Alexandria and Pergamum, became the leading centers of science and scholarship. The librarians actively collected the books of the world, accelerating the spread of knowledge. Courthouse ========== Advance Required: Code of Laws Building Cost: 80 Upkeep Cost: 1 Decreases corruption by 50%. Makes city more resistant to bribery by enemy diplomats and spies. Under Democracy, one content citizen becomes happy. Description: As kingdoms and empires expanded, it became increasingly difficult for the rulers to maintain control over the more distant regions of their realm. To ensure that the far-flung cities of the empire contributed their expected share of duties and taxes to the government, local magistrates and courts were established. In the courthouse, the ruler's representatives listened to the grievances of the people and defined and enforced the laws the governed social interaction. This reduced crime, and thereby kept th local population productive. City Walls ========== Advance Required: Masonry Building Cost: 80 Upkeep Cost: 0 Units in city are tripled on defense versus ground attacks. Description: Before the establishment of centralized governments capable of supporting strong, national armies, individual cities were left to fend for themselves when it came to defense. As a result, many cities constructed city walls to protect against raiders and bandits. City walls represented a major investment in both time and materials, requiring years to complete and constant repairs to maintain their strength and integrity. However, these walls turned the city into a fortress capable of withstanding all but the most determined attack. Aqueduct ======== Advance Required: Construction Building Cost: 80 Upkeep Cost: 2 Allows city to increase beyond size 8. Description: A major obstacle to population growth and expansion in early cities was the scarcity of water. In many cases, the solution to this problem was an aqueduct. Aqueducts were large, elevated "stone" canals through which water from nearby hills and mountains was channeled into the city. Aqueducts allowed cities to grow much larger by significantly increasing the ammount of available water. At the same time aqueducts reduced the chance of contracting water-borne diseases, by reducing the dependance on stagnant ponds and wells as water sources. Aqueducts also allowed cities to be built in normally inhospitable environments, such as deserts, by providing an outside water source. Modern day Los Angeles, for example, obtains it water from the Colorado River, through a series of aqueducts over 200 miles long. Bank ==== Advance Required: Banking Building Cost: 120 Upkeep Cost: 3 Increases tax and luxury output by an additional 50% (cumulative w/ Marketplace). Description: A highly developed banking system is one of the cornerstones of an advanced civilization. Banks lend money to individuals or groups, providing capital for industrial and real estate development. Banks also contribute to the economic growth of a city or region by stimulating the development of production facilities. Individual citizens can also benefit by investing their own surplus money in the bank and earning interest on it. Cathedral ========= Advance Required: Monotheism Building Cost: 120 Upkeep Cost: 3 Makes four unhappy citizens content (Three after Communism). Description: Throughout the Dark Ages that followed the fall of the Roman Empire, the Christian Church was a major force in the revival of European Civilization. In recognition of the expanding influence of the church, great cathedrals were built in the largest towns and cities, to act as centers of religious study and worship. In addition to their religious significance, cathedrals acted as the center of social and cultural activity in the town. They brought great pride, stability, and tradition to the citizens of the community. University ========== Advance Required: University Building Cost: 160 Upkeep Cost: 3 Increases science output by an additional 50% (cumulative w/ Library). Description: Universities are institutions of higher learning. Early universities, established in the Midlle Ages, were usually built in cities that had a large or important cathedral. Studies at these institutions focusing on matters concerning the church. The curricula expanded to include classical art, literature, and languages. Modern universities provide the opportunity to study a wide array of subjects. They have also become centers for research into many fields, serving as the source for major advances in computers, medicine, physics, and a variety of other subjects. Mass Transit ============ Advance Required: Mass Production Building Cost: 160 Upkeep Cost: 4 Eliminates pollution caused by population. Description: Within a few decades of the invention of the automobile, the horse-drawn carriage disappeared from city streets. Along with all the advantages offered by the automobile, this new means of transport became a significant source of air polution. As larger cities became more crowded, the number of cars increased, making travel difficult and adding to the pollution problem as automobile traffic clogged the streets. The development of mass transit systems, including busses, trolleys, subways, and light rail, led to a reduction in traffic and, as a result, a reduction in air pollution. Colosseum ========= Advance Required: Construction Building Cost: 100 Upkeep Cost: 4 Three unhappy citizens are made content (four w/ Electronics). Description: The original colloseum provided entertainment for the common people of roman society by presenting them with spectacles and events as a temporary escape from day-to-day life. This concept has been revived in the 20th Century. Modern-day stadiums and civic centers provide an arena for entertainment ranging from concerts to professional sporting events. Although the violent spectacle of gladitorial combat is a thing of the past, today's colloseums still provide entertainment and diversion for the masses. Factory ======= Advance Required: Industrialization Building Cost: 200 Upkeep Cost: 4 Increases resource production in city by 50%. Description: Early examples of factory-like production, where a number of individuals work cooperatively toproduce goods for sale or trade, can be found as far back as ancient Greece or Rome. Modern factories, however, eveolved from the concept of specialized labor, where each worker performed a single step in the overall production of an item. This specialization allows factories to increase the speed and effiency of the manufacturing process, far surpassing earlier means of production. The development of the factory system as a means of production played a key role in the industrial revolution. Manufacturing Plant =================== Advance Required: Robotics Building Cost: 320 Upkeep Cost: 6 Increases resource production by an additional 50% (cumulative w/ Factory). Description: Manufacturing Plants are large industrial complexes that produce goods of all types, although they are generally used to produce durable consumer goods such as automobiles. Essentially, a manufacturing plant is a large, sophisticated factory that employs a specialization of labor, complex machinery, and assembly lines to gain effiency and economies of scale. This combination of manpower and automation increases productivity and reduces production costs. SDI Defense =========== Advance Required: Laser Building Cost: 200 Upkeep Cost: 4 Protects everything within three spaces of the city from nuclear attack. Description: Historically, research in the area of warfare has seen the development of powerful new weapons closely followed by the development of defenses to counteract the weapons' destructive power. The development of nuclear weapons seemed the exception to this rule: for the first time, mankind had created a weapon to which there was apparently no defense. SDI(Strategic Defense Initiave), however, could be the answer to this problem. Using laser-equipped orbital satellites or ground-launched ABMs(Anti-Ballistic Missiles) to intercept and destroy enemy nuclear missiles in mid-air, the SDI Defense offers the first hope of negating the threat posed by nuclear missiles. Recycling Center ================ Advance Required: Recycling Building Cost: 200 Upkeep Cost: 2 Decreases the pollution caused by factories. Description: The continula growth in city populations leads to an ineveitable increase in garbage. Eventaully, existing landfills and garbage dumps are filled, forcing new dumping sites to be established. This leads to the gradual but steady destruction of the local environment. To reverse this problem, many areas have established recycling centers, where much of the garbage is sorted and reduced to reusable components through various means. These components are then used to manufacture new products. In this way, much of the trash produced is turned into raw materials for production, rather than contributing to the ever-increasing pollution problem. Power Plant =========== Advance Required: Refining Building Cost: 160 Upkeep Cost: 4 Increases factory output by 50%. Description: Power plants burn coal and other fossil fuels to produce the heat and steam necessary to run generators that produce electrical power. When electricity became widely and cheaply available, it meant that industries could convert from steam to electrical power to run their machinery. One central power plant could supply the electrical needs of a relatively large geographical area. However, increasing demands for electricity, by both consumer and commercial customers, led to a rise in the number of power plants. This in turn, led to problems with air pollution. As more plants went on line, more fossil fuels were burned to generate power. Because modern society depends so heavily on electricity, researchers are constantly searching for alternate forms of energy to satisfy ever-increasing demands. Hydro Plant =========== Advance Required: Electronics Building Cost: 240 Upkeep Cost: 4 Increases factory output by 50%. Cleaner than Power Plant, and generally safer than Nuclear Plant. Description: One alternative to power generation utilizing coal or petroleum fuels is the hydroelectric power plant. This facility utilizes the energy of rapidly moving water to turn the turbines of its generators and produce electricity. In locations where a source of moving water is available, hydro plants offer a clean, safe alternative to coal, petroleum, and nuclear power generation. Hydro Plants have their own set of environmental dangers, however. The disruption of a river's normal flow and the massive flooding of the land behind the facility's dam can destroy the habitat of the wildlife inhabiting the river basin. Nuclear Plant ============= Advance Required: Nuclear Power Building Cost: 160 Upkeep Cost: 2 Increases factory output by 50%. Cleaner than Power Plant (same as Hydro Plant), but there is a risk of Nuclear Meltdown unless civilization has discovered Fusion. Description: Nuclear power plants utilize radioactive materials and the process of nuclear fission to generate the heat and setam needed to run electrical geneartors to create electricity. Because nuclear power doesn't cause the air pollution associated with the burning of coal or petroleum products, this means of generating power is considered a viable alternative energy source. However, the toxic nature of the byproducts produced by the fission creates serious problems of its own. No method of safely disposing of this toxic waste has been found, and the volatile nature of the fission reaction can lead to a meltdown of the reactor core if the reaction is not properly controlled. Because of these problems, the future of nuclear power is uncertain. Stock Exchange ============== Advance Required: Economics Building Cost: 160 Upkeep Cost: 4 Increases tax & luxuries output by an additional 50% (cumulative with Marketplace & Bank for a grand total of 150%). Description: In a free market economy, corporations often raise operating and development capital by selling "shares" in the corporation to private investors. These shares, which allow investors to share in the company's profits, were originally sold by brokers and privately hired auctioneers. Early European stock exchanges, such as the Paris Bourse, allowed anyone to buy or sell stock. However, it was quickly discovered that a formalized system was necessary in order to enforce transactions. Thereafter, membership in the exchange was required in order to buy and sell. The first formal stock exchange in the U.S. was established in 1971 in Philadelphia, and the New York stock exchange was established a year later. Today, stock exchanges are loacted in many major cities and commercial centers around the world. Private investment in corporations is vital to capitalistic economies, allowing corporations to grow more quickly than would otherwise be possible. The profits and new jobs created as a result improve the economy as a whole. Sewer System ============ Advance Required: Sanitation Building Cost: 120 Upkeep Cost: 2 Allows city to grow beyond size 12. Description: One of the byproducts of large urban centers is a vast ammount of human waste.[sic, lol] As the city continues to grow, steps need to be taken to move the sewage away from inhabited areas and "treat" it so that it does not become a health hazard to humans or harm the local ecosystem. Sewer systems carry wastewater to treatment plants where the raw sewage is broken down through filtration and chemical purposes to remove solids and harmful bacteria. The treated byproduct is then release into rivers and other waterways, where it is eventaully washed safely into the ocean. Supermarket =========== Advance Required: Refrigeration Building Cost: 80 Upkeep Cost: 3 Allows squares in the city's radius with the "farmland" improvement (irrigated twice) to produce 50% more food. Description: Supermarkets are large, self-service reatil stores that sell a wide variety of food items and household goods to the general public. The first true supermarket, King Kullen, was established in 1930 in the borough of Queens, New York City, by Michael Cullen. Improved storage techniques and refrigeration allowed supermarkets to stock and sell perishable foods in large quantities, reducing the price to the consumer. The combination of ready availablity and low prices made the supermarket an instant sucess in the U.S. during the years of the Great Depression. The supermarket continues to grow in popularity in countries around the world. Superhighways ============= Advance Required: Automobile Building Cost: 200 Upkeep Cost: 5 All squares in the city's radius with roads (or railroads) produce 50% more trade. Description: Early in his career, President Eisenhower, travelled by road, from coast to coast, across the United States. This trip, which took nearly a month because of the poor system of roads, convinced him that it was necessary to make all areas of the country easily accessible. Not only were these improvements important to the growing number of people travelling by automobile, they could prove invaluable for the movement of troops and military equipment should the need arise. In 1956, Eisenhower established a federal-aid program known as the Highway Trust Fund to accelerate the construction of a network of interstate roads. By 1991 the Interstate Highway System in the U.S. consisted of over 42,000 miles of highways. Unlike local roadways, superhighways were designed to bypass large population centers, and were accessible in limited locations at planned entrance and exit interchanges. These highly efficient roadways allow motorists today to travel from one end of the country to the other withouth having to slow down for intersections or traffic signals. Research Lab ============ Advance Required: Computers Building Cost: 160 Upkeep Cost: 3 Increases science output by an additional 50% (cumulative with Library and University for a grand total of 150%). Description: Historically, libraries and universities have acted as the primary centers of research for new ideas and technologies. The growth of private industry in the modern age has also given birth to hundreds of privately-owned research facilities. These private laboratories, usually dedicated to research in a single field related to their founding company, have made tremendous advances in many fields including physics, biology, chemistry, and medicine. The growth of privately-funded research has vastly increased the speed at which mankind achieves new advances in science and technology. SAM Missile Battery =================== Advance Required: Rocketry Building Cost: 100 Upkeep Cost: 2 Units in city are doubled on defense against air units and non-nuclear missile units. Description: The use of airplanes in warfare began in earnest during World War I. By the end of World War II, the use of fighter aircraft and bombers was commonplace and the importance of air warfare continued to grow, as did the importance of effective anti-aircraft defenses. During the 1950's,the refinement of rocket technology allowed for the construction of compact missiles which were used to deliver explosive warheads to their targets swiftly and accurately. Batteries of surface-to-air missiles, or SAMs, were built to protect cities and ground installations against airborne attacks. The long range and high accuracy of SAM batteries provided a much more effective defense than the anti-aircaft guns of World War II. Coastal Fortress ================ Advance Required: Metallurgy Building Cost: 80 Upkeep Cost: 1 Units in city are doubled on defense against shore bombardment by enemy ships. Description: The construction of defensive structures such as city walls and fortified castles dates back to ancient times. City walls were designed primarily to repel an attack launched by ground-based forces, and they performed adequately in such a situation. However, coastal ciites were also vulnerable to attack from sea bombardments, since even a city wall left sea ports relatively unprotected. The best way to protect the port was to keep the enmy out of range of the city. This was accomplished by constructing fortresses to cover the approach to the city. These coastla fortresses, built at the mouth of the city's harbor or on barrier islands, would hold enemy vessesl at bay, turning away or thinning out the attacking force and minimizing damage to the city's port. Solar Plant =========== Advance Required: Enviromentalism Building Cost: 320 Upkeep Cost: 4 Increases factory output by 50%. Cleaner than all other forms of power. Description: One of the greatest natural sources of energy on available on Earth is the Sun. Solar energy can be converted directly into electrical power without the need for mechanical generators through the use of photoelectric cells. Alternatively, large solar collecters known as heliostats can be used to focus solar energy into a water boiler, generating steam to run conventional electrical turbines. Unfortunately, at our current level of technology, both of these systems are prohibitively expensive to construct. However, because of the dwindling supply of fossil fuels and increasing concern over the pollution produced by conventional and nuclear power plants, scientists are constantly working on a viable way to harness the clean and endless supply of energy provided by our sun. Harbor ====== Advance Required: Seafaring Building Cost: 60 Upkeep Cost: 1 All ocean squares in the city's radius produce one extra unit of food. Description: Just because a city is built in a coastal region doesn't guarantee that the city is readily acessible by ship. In order for a port city to establish a steady trade, fishing, or other shipping industry, the city must have a harbor. A harbor is a protected body of water that opens into an ocean or lake that shelters shipsfrom waves and high winds. Although some coastal cities are established in areas where a natural harbor exists, most seaports are forced either to improve the existing natural harbor, or to build a man-made harbor to shelter ships and provide channels deep enough to accomodate large vessels. Offshore Platform ================= Advance Required: Miniturization Building Cost: 160 Upkeep Cost: 3 All ocean squares in the city's radius produce one shield. Description: Mankind's dependance on wood and coal as a main source of fuel ended when the first commercial oil well went into production in Pennsylvania in 1859. Crude oil could be refined into many different byproducts, and soon replace wood and coal in many parts of the world. The growing dependance on oil caused the petroleum industry to grow rapidly and wells were drilled all over the world. Most wells were initially drilled on land, but after World War II it was found that many of the largest oil deposits could be found below the sea floor. Shallow water drilling from platforms supported by pylons resting on the seabed proved very sucessful. Today, large floating platforms can drill for oil at water depths of more than 3300 feet. Airport ======= Advance Required: Radio Building Cost: 160 Upkeep Cost: 3 City produces veteran air units. Any air unit spending its entire turn in the city is completely repaired. Description: Since the middle of the 20th century, the airplane has been one of the chief means of long-distance transport in the world. Nearly every major metropolitan area today has at least one airport, with facilitites to handle passengers and ticketing, as well as facilities for refuelling and repairing the aircraft that land there. Beginning in the 1940's, the growing role of airplanes as combat vehicles led to the widespread construction of military air bases. Nearly 400 of these facilities in the U.S. alone act as bases and maintenance facilities for the aircraft assigned to all branches of the military. Police Station ============== Advance Required: Communism Building Cost: 60 Upkeep Cost: 2 Decreases unhappiness caused by troops away from city by 1. Description: The concept of a police force operating independantly of the military goes back to the Praetorian Guard of ancient Rome. In the Middle Ages, noblemen protected their estates by appointing constables to enforce the law and arrest and guard criminals, but the first modern, organized police force was the London Metropolitan Police. Established in 1829, this organization became the model for law enforcement organizations in the United States and many other industrialized nations around the world. The presence of a police force serves to uphold the laws of society, and to control civil unrest. A strong, visble police force strengthens confidence of the community by keeping the citizens safe. Port Facility ============= Advance Required: Amphibious Warfar Building Cost: 80 Upkeep Cost: 3 City produces veteran naval units. Any ship spending its entire turn in the city is completely repaired. Description: Seagoing vessels have been used for both commercial activity and military purposes for thousands of years. Cities built on rivers and on the coasts of seas and oceans built facilities to recieve cargo and to house military vessels stationed in the area. Many of the larger cities built large port facilities that included shipyards for the construction of new vessesls, large warehouse and docking facilities, and dry-docks for the repair of damaged vessels. Heavily damaged ships can be repaired much more quickly when such facilities are available. SS Structural ============= Advance Required: Space Flight Building Cost: 80 Upkeep Cost: - Part of Spaceship Description: The structural parts of a spaceship are the frame to which all other parts of the spaceship are attached. All spaceship components and modules must be connected to a structural section in order to function. Components and modules not connected to the frame are outlined in red on the spaceship display. SS Component ============ Advance Required: Plastics Building Cost: 160 Upkeep Cost: - Part of Spaceship Description: Spaceship components provide the motive power of a spaceship. There are two types: propulsion and fuel. Propulsion components are the spaceship engines, and each fuel component provides enough fuel to run one engine. Every propulsion component requires a fuel component in order to function. At minimum, a spaceship requires one of each type of component. The more engines the spaceship possesses, the faster it will arrive at its destination. SS Module ========= Advance Required: Superconductor Building Cost: 320 Upkeep Cost: - Part of Spaceship Description: Modules are the central components of a spaceship. There are three types: habitation, life support, and solar panels. Each habitation module provides living space for 10,000 colonists. Each life support module provides enough food, water, and other basic requirements to support the colonists in one habitation module. Both habitation and life support modules require power in order to operate, and each solar panel module provides enough energy to run two other modules. At minimum, every spaceship requires one of each type of module in order to be sucessful in its mission. ------------------------------------------------------------------------------ 12. Wonders ------------------------------------------------------------------------------ -WON- Capitilization ============== Advance Required: Corporation Obsolescense: None Cost: 600 Converts production into trade. Pyramids ======== Advance Required: Masonry Obsolescense: - Cost: 200 Counts as a Granary in every one of your cities. Description: Built by the fourth dynasty of Egyptian rulers, the Pyramids represent the pinnacle of ancient Egyptian cultural achievment. Constructed on the Giza Plateau outside modern-day Cairo, these structures were burial tombs and monuments for the Pharaohs, and may have taken generations and tens of thousands of workers to complete. The Pyramids are the only one of the generally accepted man-made wonders of the ancient world that remains in existance today. Hanging Gardens =============== Advance Required: Pottery Obsolescense: RailRoad Cost: 200 One extra happy citizen in every city. Description: The Hanging Gardens were a very distinctive feature of ancient Babylon. They were a great source of pride to the people and were often described in accounts written by visitors to the city. Possibly built by King Nebuchadnezzar II in 600 BC, the gardens are believed to have been a remarkable feat of engineering: an ascending series of tired gardens containing all manner of trees, shrubs and vines. The gardens were said to have looked like a large green mountain constructed of mud bricks, rising from the center of the city. Colossus ======== Advance Required: Bronze Working Obsolescense: Flight Cost: 200 City produces one extra trade arrow in each square that already produces one. Lighthouse ========== Advance Required: Mapmaking Obsolescense: Magnetism Cost: 200 Triremes can move across oceans w/o danger, and all other types of ship have their movement rate increased by one. Also, all new ships you produce receive veteran status. Great Library ============= Advance Required: Literacy Obsolescense: Electricity Cost: 300 Civilization receives any civilization advance already discovered by two other civilizations. Oracle ====== Advance Required: Mysticism Obsolescense: Theology Cost: 300 Doubles the effect of all of your temples. Great Wall ========== Advance Required: Masonry Obsolescense: Metallurgy Cost: 300 Enemy civilizations must offer cease-fire/peace in negotiations. Combat strength doubled against barbarians. Sun Tzu's War Academy ===================== Advance Required: Feudalism Obsolescense: Mobile Warfare Cost: 300 All new ground units produced gain Veteran status. Any unit which wins a combat gains Veteran status. King Richard's Crusade ====================== Advance Required: Engineering Obsolescense: Industrialization Cost: 300 Every square in the city's radius produces an extra resource "shield". Marco Polo's Embassy ==================== Advance Required: Trade Obsolescense: Communism Cost: 200 You receive a free embassy with every rival Civilization (so your intelligence report will always be complete and you will receive updates when other civilizations discover technologies). Michaelangelo's Chapel ====================== Advance Required: Montheism Obsolescense: - Cost: 400 Counts as a Cathedral in each of your cities. Copernicus' Observatory ======================= Advance Required: Atronomy Obsolescense: - Cost: 300 Increases science output of city by 50%. Magellan's Expedition ===================== Advance Required: Navigation Obsolescense: - Cost: 400 Movement rate of all ships is increased by two. Shakespeare's Theatre ===================== Advance Required: Medicine Obsolescense: - Cost: 300 All unhappy citizens in city are content. Leonardo's Workshop =================== Advance Required: Invention Obsolescense: Automobile Cost: 400 Whenever one of your units becomes obsolete because of a new technology you have discovered, it is immediately replaced by an equivalent modern unit. J.S. Bach's Cathedral ===================== Advance Required: Theology Obsolescense: - Cost: 400 Decreases unhappy citizens on same continent by 2 per city. Isaac Newton's College ====================== Advance Required: Theory of Gravity Obsolescense: - Cost: 400 Doubles science output of city. Adam Smith's Trading Company ============================ Advance Required: Economics Obsolescense: - Cost: 400 Pays the maintenance for all city improvements which ordinarily cost 1 gold per turn. City improvements requiring more than 1 gold per turn maintenance are not affected. Darwin's Voyage =============== Advance Required: Railroad Obsolescense: - Cost: 400 Two free civilization advances. Statue of Liberty ================= Advance Required: Democracy Obsolescense: - Cost: 400 Eliminates the period of unrest between governments. Also allows any form of government to be chosen, even if the proper advance has not been discovered. Eiffel Tower ============ Advance Required: Steam Engine Obsolescense: - Cost: 300 When you first obtain control of the Eiffel Tower, Every civilization's attitude toward you is immediately shifted 25 points in your favor (on a hundred point scale). Attitudes continue to improve gradually over time. Other civilizations are also quicker to forget your past transgressions. Women's Sufrage =============== Advance Required: Industrialization Obsolescense: - Cost: 600 Counts as a Police Station in every one of your cities. (Decreases unhappiness caused by troops away from city by 1). Hoover Dam ========== Advance Required: Electronics Obsolescense: - Cost: 600 Provides Hydro power to every city on every continent. Manhattan Project ================= Advance Required: Nuclear Fission Obsolescense: - Cost: 600 Allows nuclear weapons to be built. United Nations ============== Advance Required: Communism Obsolescense: - Cost: 600 Free embassy with every other civilization Enemy civ's cannot refuse your peace treaties. As a democracy, you can declare war 50% of the time(peacekeeping missions). Apollo Program ============== Advance Required: Space Flight Obsolescense: - Cost: 600 Allows construction of spaceship improvements. SETI Program ============ Advance Required: Computers Obsolescense: - Cost: 600 Counts as a research lab in every one of your cities; effectively doubles your science output. Cure for Cancer =============== Advance Required: Genetics Obsolescense: - Cost: 600 One extra happy citizen in each city. ------------------------------------------------------------------------------ 13. Terrain ------------------------------------------------------------------------------ -TER- NOTE: Irrigation time and mining time are the time it takes for settlers to irrigate/mine. Engineers work at twice the speed of settlers. NOTE: Movecost indicates the cost it takes to move through the square, 1 is default. The higher the number the slower the square. DESERT ====== Movecost: 1 Defense Bonus: - Food: 0 Shields: 1 Trade: 0 Irrigation Effects: +1 food Irrigation Time: 5 turns Mining Effects: +1 shield Mining Time: 3 turns Transform To: Plains PLAINS ====== Movecost: 1 Defense Bonus: - Food: 1 Shields: 1 Trade: 0 Irrigation Effects: +1 food Irrigation Time: 5 turns Mining Effects: Changes to Forest Mining Time: 15 turns Transform To: Grassland GRASSLAND ========= Movecost: 1 Defense Bonus: - Food: 2 Shields: 1 Trade: 0 Irrigation Effects: +1 food Irrigation Time: 5 turns Mining Effects: Changes to Forest Mining Time: 10 turns Transform To: Hills FOREST ====== Movecost: 2 Defense Bonus: 50% Food: 1 Shields: 2 Trade: 0 Irrigation Effects: Change to Plains Irrigation Time: 5 turns Mining Effects: - Mining Time: - Transform To: Grassland HILLS ===== Movecost: 2 Defense Bonus: 100% bonus Food: 1 Shields: 0 Trade: 0 Irrigation Effects: +1 food Irrigation Time: 10 turns Mining Effects: +3 shields Mining Time: 10 turns Transform To: Plains MOUNTAINS ========= Movecost: 3 Defense Bonus: 200% bonus Food: 0 Shields: 1 Trade: 0 Irrigation Effects: - Irrigation Time: - Mining Effects: +1 shield Mining Time: 10 turns Transform To: Hills TUNDRA ====== Movecost: 1 Defense Bonus: - Food: 1 Shields: 0 Trade: 0 Irrigation Effects: +1 food Irrigation Time: 10 turns Mining Effects: - Mining Time: - Transform To: Desert GLACIER ======= Movecost: 2 Defense Bonus: - Food: 0 Shields: 0 Trade: 0 Irrigation Effects: - Irrigation Time: - Mining Effects: +1 shield Mining Time: 15 turns Transform To: Tundra SWAMP ===== Movecost: 2 Defense Bonus: 50% bonus Food: 1 Shields: 0 Trade: 0 Irrigation Effects: Change to Grassland Irrigation Time: 15 turns Mining Effects: Change to Forest Mining Time: 15 turns Transform To: Plains JUNGLE ====== Movecost: 2 Defense Bonus: 50% bonus Food: 1 Shields: 0 Trade: 0 Irrigation Effects: Change to Grassland Irrigation Time: 15 turns Mining Effects: Change to Forest Mining Time: 15 turns Transform To: Plains OCEAN ===== Movecost: 1 Defense Bonus: - Food: 1 Shields: 0 Trade: 2 Irrigation Effects: - Irrigation Time: - Mining Effects: - Mining Time: - Transform To: - Oasis ===== Found on: Desert Food: 3 Shields: 1 Trade: 0 Buffalo ======= Found on: Plains Food: 1 Shields: 3 Trade: 0 Grassland(Shield) ========= Found on: Grassland Food: 2 Shields: 1 Trade: 0 Pheasant ======== Found on: Forest Food: 3 Shields: 2 Trade: 0 Coal ==== Found on: Hills Food: 1 Shields: 2 Trade: 0 Gold ==== Found on: Mountains Food: 0 Shields: 1 Trade: 6 Game ==== Found on: Tundra Food: 3 Shields: 1 Trade: 0 Ivory ===== Found on: Glacier Food: 1 Shields: 1 Trade: 4 Peat ==== Found on: Swamp Food: 1 Shields: 4 Trade: 0 Gems ==== Found on: Jungle Food: 1 Shields: 0 Trade: 4 Fish ==== Found on: Ocean Food: 3 Shields: 0 Trade: 2 Desert Oil ========== Found on: Desert Food: 0 Shields: 4 Trade: 0 Wheat ===== Found on: Grassland Food: 3 Shields: 1 Trade: 0 Silk ==== Found on: Jungle Food: 1 Shields: 2 Trade: 3 Wine ==== Found on: Hills Food: 1 Shields: 0 Trade: 4 Iron ==== Found on: Mountains Food: 0 Shields: 4 Trade: 0 Furs ==== Found on: Tundra Food: 2 Shields: 0 Trade: 3 Glacier Oil =========== Found on: Glacier Food: 0 Shields: 4 Trade: 0 Spice ===== Found on: Jungle Food: 3 Shields: 0 Trade: 4 Fruit ===== Found on: Forest Food: 4 Shields: 0 Trade: 1 Whales ====== Found on: Ocean Food: 2 Shields: 2 Trade: 3 ------------------------------------------------------------------------------ 14. Governments ------------------------------------------------------------------------------ -GVT- The form of government you choose for your civilization will affect the way resources are distributed in your cities, the rate at which your citizens can produce and sustain new units and city improvements, and the extent to which your citizens have a say in the way you govern them. Some forms of government, such as Despotism, Monarchy, and later Communism and Fundamentalism, allow you to expand rapidly, to produce and sustain large numbers of military units, and to control your affairs completely. Democracy and the Republic, on the other hand, give your citizens the freedom to produce vast amounts of trade, which increases your wealth and knowledge rapidly. On the other hand, your citizens may grow unhappy when you send military units out of your cities; also, your Senate may try to interfere in your conduct of foreign affairs. To change your civilization's government, you must have a Revolution--select "Revolution" from the Kingdom Menu. This will entail a brief period of Anarchy. Anarchy ======= Anarchy represents not so much a government type as the lack of any stable government. Anarchy occurs when your civilization's government falls, or when you decide to have a Revolution. After a few turns of Anarchy, you will be able to reconstitute your government. Anarchy is similar to Despotism, except that the corruption rate is VERY HIGH (see entry for Despotism). However, no taxes are collected during a period of Anarchy, and no scientific research is conducted. Despotism ========= UNIT SUPPORT Each unit above the city size costs one shield per turn. Settlers eat one food per turn. HAPPINESS Up to three military units in each city will institute "martial law", converting an unhappy citizen into a content citizen. CORRUPTION AND WASTE Despotism has a HIGH rate of corruption and waste. The level of corruption in a particular city is based on its distance from your capital. SPECIAL Under a Despotism, none of the science/tax/luxury rates may be set higher than 60%. ALSO, ANY SQUARE WHICH WOULD ORDINARILY PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES ONE LESS. HINTS Because of Despotism's high rate of corruption, it is almost always an inferior form of government. Try to switch to a Monarchy as soon as possible. Monarchy ======== UNIT SUPPORT Each unit beyond the third costs one shield per turn. Settlers eat one food per turn. HAPPINESS Up to three military units in each city will institute "martial law", converting an unhappy citizen into a content citizen. CORRUPTION AND WASTE Monarchy has a MODERATE rate of corruption and waste. The level of corruption in a particular city is based on its distance from your capital. SPECIAL Under a Monarchy, none of the science/tax/luxury rates may be set higher than 70%. HINTS Monarchy is an excellent form of government for a young civilization. Communism ========= UNIT SUPPORT Each unit beyond the third costs one shield per turn. Settlers eat one food per turn. HAPPINESS Up to three military units in each city will institute "martial law", converting *TWO* unhappy citizens into content citizens (so a total of SIX unhappy citizens can be suppressed). CORRUPTION AND WASTE Under Communism, state control of the economy eliminates organized crime. Your cities, therefore, experience no corruption. SPECIAL All SPY units produced under Communist governments are given VETERAN status. Under Communism, none of the science/tax/luxury rates may be set higher than 80%. HINTS Communism is best for large, far-flung empires which need to maintain a large military. Use your powerful spies to steal technology from the capitalist pigs. Fundamentalism ============== UNIT SUPPORT Can support up to TEN units for free; additional units cost one shield each. Settlers eat one food per turn. ONLY Fundamentalisms may produce FANATIC units. HAPPINESS Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY! CORRUPTION AND WASTE Fundamentalism has a LOW rate of corruption. However, Fundamentalism has the special disadvantage that all SCIENCE is HALVED. SPECIAL Improvements which convert unhappy citizens to content citizens (Temples, etc.) produce "tithes" equal to the number of citizens they would otherwise convert. They also require no maintenance. The diplomatic penalties for "terrorist acts" committed by your Diplomats and Spies are reduced. Under Fundamentalism, none of the science/tax/luxury rates may be set higher than 80%. HINTS Fundamentalism eliminates all happiness problems and provides an excellent revenue. Scientific research tends to languish. Republic ======== UNIT SUPPORT Each unit costs one shield per turn. Settlers eat TWO food per turn. HAPPINESS Each military unit AFTER THE FIRST which is not in a friendly city (or a fortress within 3 spaces of a friendly city) causes one citizen in its home city to become unhappy. CORRUPTION AND WASTE The Republic has a LOW rate of corruption and waste. The level of corruption in a particular city is based on its distance from your capital. SPECIAL Under a Republic, each square which ordinarily produces at least one unit of trade produces an extra unit. None of the science/tax/luxury rates may be set higher than 80%. HINTS Switching to a Republic can give an astounding boost to your science and tax revenues, although you'll probably have to divert some of your trade to luxuries. It becomes more difficult (and expensive) to keep an army in the field, but building the Womens Suffrage wonder can help with this problem. Democracy ========= UNIT SUPPORT Each unit costs one shield per turn. Settlers eat TWO food per turn. HAPPINESS Each unit which is not in a friendly city (or a fortress within 3 spaces of a friendly city) causes TWO citizens in its home city to become unhappy. CORRUPTION AND WASTE Democracies experience NO corruption or waste. SPECIAL Under a Democracy, each square which ordinarily produces at least one unit of trade produces an extra unit. The units and cities of a Democracy are immune to BRIBERY of all forms. The science/tax/luxury rates may be set to any level desired. HINTS Democracies can produce spectacular amounts of revenue and scientific research. However, because of the severe happiness restrictions on military units, this form of government tends to be viable only for large, advanced civilizations. Increasing your luxuries rate and building Wonders can help alleviate this problem. ------------------------------------------------------------------------------ 15. Discovery Effects ------------------------------------------------------------------------------ -DSC- Courtesy of Scenario Design League @ http://www.apolyton.net/civ2/ Advance | Triggered Effects of Discovery ----------------------------------------------------------------------- Alphabet Increases literacy demographics by 8%. Automobile Increases population based pollution. Automobile works with Electronics to change city pictures to the modern style. Automobile works with Electronics to change the look of people to the modern style. Bridge Building Allows settlers units to construct roads (and railroads) in river squares. Ceremonial Burial Ceremonial Burial allows temples to make one person content. Temples do not function without this advance. Chivalry Changes the types of Barbarians produced by Goody Huts. Changes the types of sea-based random Barbarians units produced. Communism Allows the government type of the same name. Reduces the effect of Cathedrals by one. Cities produce more partisans. Conscription Changes the types of Barbarians produced by Huts. Construction Construction allows settler units to build Fortresses. Democracy Allows the government type of the same name. Allows Courthouses to make one content citizen happy under Democracy. Electronics An additional citizen in each city is make content by colisseums after the discovery of Electronics. Automobile works with Electronics to change city pictures to the modern style. Environmentalism Decreases population based pollution. Explosives Allows terrain transformation orders. Fundamentalism Allows the government type of the same name. Allows the production of Fanatics. Fusion Power Eliminates the threat of Nuclear Power Plant meltdown. Adds 25% to spaceship mass/thrust paradigm. Guerrilla Warfare Allows the production of Partisan units. Captured cities produce partisan defenders. Changes the types of Barbarians units produced by Goody Huts. Changes the types of land-based random Barbarians units produced. Gunpowder Sells all Barracks when discovered. Increases Barracks maintenance cost by 1. Changes the types of Barbarians produced by Goody Huts. Changes the types of land-based random Barbarians units produced. Industrialization Changes city picture to industrial in any non-fantasy game. Changes the look of people to industrial. Changes the types of land-based random Barbarians units produced. Increases population based pollution. Oil appears as a trade item. Invention Free advances can no longer be gained from goody huts. Invention works with Philosophy to change city pictures to the renaissance style. Invention works with Philosophy to change the look of people to the renaissance style. Iron Working Changes the types of Barbarians produced by Goody Huts. Changes the types of sea-based random Barbarians units produced. Leadership Changes the types of Barbarians produced by Huts. Literacy Doubles literacy demographics. Magnetism Changes the vessel type of sea-based random Barbarians. Increases annual income demographics. Map Making Allows civilizations to exchange maps. Mass Production Increases population based pollution. Medicine Decreases your people's disease percentage by half. Metallurgy Changes the types of Barbarians produced by Huts. Mobile Warfare Sells all barracks and increases barracks maintenance cost by 1. Changes the types of land-based random Barbarians units produced. Ends piracy. Barbarians no longer appear by sea. Monarchy Allows the government type of the same name. Monotheism Monotheism allows Cathedrals to make three people content. Note that Cathedrals do not function without the discovery of Monotheism or Theology and Mysticism. Changes the types of Barbarians produced by Goody Huts. Mysticism Doubles the effect of temples. Navigation Navigation reduces the chances of triremes floundering. Changes the vessel type of sea-based random Barbarians. Nuclear Fission Uranium to appears as a trade item. Nuclear Power Nuclear Power increases the movement allowance of ships by 1. Philosophy The civilization that first discovers Philosophy gains a free advance. Invention works with Philosophy to change the look of people to the renaissance style. Plastics Increases population based pollution. Polytheism Changes the types of Barbarians produced by Huts. Radio Allows engineers to construct airbases. Railroad Railroad allows settlers and engineers to build railroads. All city squares are automatically upgraded to railroad. Refrigeration Refrigeration allows settlers and engineers to double-irrigate lands. All city squares are automatically upgraded to farmland (double-irrigation). Republic Allows the government type of the same name. Sanitation Decreases population based pollution. Seafaring Seafaring reduces the chances of triremes floundering. Tactics Changes the types of sea-based random Barbarians units produced. Theology Improves the effectiveness of Cathedrals by one. Trade Enables the display of demanded trade goods of foreign cities. University Doubles literacy demographics. Writing Increases literacy demographics by 8%. Future Technology Reoccurring technology. Increases game score. ------------------------------------------------------------------------------ 16. Strategies ------------------------------------------------------------------------------ -STG- Beginning Phase =============== You start out on an undiscovered world, with either one of two settlers. If you have two you're lucky. One will be used to build your first city, and the other will never be used to build cities, always to irrigate and build roads, because it doesn't need support. With your building settler look for an area to build your first city. Beside the sea is always good, but if you are far inland build on/near a river. Also, you will want to have extra food/resources, so try to build near a wheat square, a whale square or a pheasant square for abundant food. This will increase population quickly. Do not spend too much time looking for a location for your firs city, about 3 or 4 turns is enough, because you need to build your city early to start building and researching. Next, build a defense unit in the city, then a settler unit(even if they gave you two, you need to build a second city), and then an exporing unit. Use the settler(s) to irrigate the terrain around your first city, and build roads to the location of the new city. With the explorer, explore the surrounding terrain, and always inspect goody huts. You may get extra technologies. In the city, you should be building a granary. Also, go to the Tax Rate menu, and change your tax rate so that you make a profit(of anything, even 1) each turn, and then give everything else to science. When the Advances screen comes up: Research Code of Laws, Writing, and Literacy. As soon as you've discovered Literacy, start building the Great Library in your most-productive city(should be your first). At the next advance screen, go to goal and select Monarchy. Research all the things you need to get it. After you've switched to Monarchy. Start to research the things you need for Leonardo's Workshop, and then everything you need for King Richard's Crusade. That will bring you into the mid-game.... While researching, you should be building temples, libraries, marketplaces, anything, in your cities. And each city should have at least a 2-defense unit defending it. Your free settler(if you didn't get one at the start, you should have got one from a hut), should be irrigating around your cities. Hopefully, your explorer will have met with a foreign leader(as long as you're not on an island), and you can exchange technology with them. If they are a powerful nation at this stage, try and make an alliance with them. One last point, you should try to build the oracle, it's not extremely important, but it helps with your population's happiness. Settlers ======== Settlers are your best friends. Well, mine anyway, because I have no other friends! Settlers have two purposes - building cities and altering land (or terraforming to you Alpha Centauri junkies). As mentioned in the previous strategy, if you have two settlers at the start, you're blessed. If you don't, wait until you have a few improvements in your city (Granary, etc.) built before creating your first settler. Then have him irrigate the land around the city and build roads in all the squares. Once you have that done build a road toward where you will build your next city, and irrigate some of the squares around where it will be built. Once you have that done, build your second city. Now you can repeat this process over and over until you have lots of cities and a bustling population. Improvements ============ The best improvements to build at the start are in order: -Granary -Temple -Library -Barracks -Marketplace -Courthouse -Aqueduct (you'll need technology advances to get this one, but when you do build it immediately) Happiness ========= When your citizens are happy, your city will be more productive. So, you'll have to introduce measures to keep them happy. One way is to increase the luxury rate, but this is counter-productive as in order to increase this, you have to lower science or production. Only do this if you're a democratic state or if you have nothing left to build that will make the citizens content. There are numerous improvements which add to citizens happiness, these are: Temple - Up to two discontented citizens are made content Cathedral - Up to four discontented citizens are made content Colosseum - Up to three discontented citizens are made content Police St - Decreases unhappiness caused by troops away from city by 1 There are also wonders which do 'wonders' for your peoples' happiness: Hanging Gardens - One extra happy citizen in every city Oracle - Doubles the effect of all of your temples Michaelangelo's - Counts as a Cathedral in each of your cities Shakespeare's T - All unhappy citizens in city are content J.S. Bach's Cth - Decreases unhappy citizens on same continent by 2 per city Women's Suffrge - Counts as a Police Station in every one of your cities Cure for Cancer - One extra happy citizen in each city However, there is also a third way to decrease unhappiness. You can turn one of your citizens (productive or non-productive) into an entertainer, which will increase the happiness of one citizen. Wonders of the World ==================== There are more than 7 Wonders you can build in Civ2, but which ones should you build? I'm going to give them all a rating out of ten (with ten being the best obviously) Pyramids - 4: You should already have built granaries in your cities. And this early in the game, you won't have many cities. Hanging Gardens - 7: A good wonder to build if your citizens are discontent, but it expires a bit too early for my liking Colossus - 6: If you're stuck for money, it's good. But otherwise don't bother Lighthouse - 8: Allows you to explore the oceans before everyone else, and gives your ships veteran status. Great Library -10: The best wonder. Gives you technolgies without you even having to discover them. Oracle - 8: More happy citizens, what more could you want? Great Wall - 9: Helps against barbarians, and gets you peace with everyone. Sun Tzu's War Academy - 8: Veteran status is very helpful if you like fighting King Richard's Crusade- 9: Building this can allow you to build everything else a lot quicker Marco Polo's Embassy - 8: Helps you find those other civilizations that seem to be non-existant Michaelangelo's Chapel- 6: A waste of time and effort. Just build individual Cathedrals instead Copernicus Observatory- 6: Adds to your science output, but just for one city Magellan's Expedition - 9: All your ships can move two squares more every turn A major advantage. Shakespeare's Theatre - 4: Another waste of time. If you have so many unhappy citizens that you need to build this, it'll never be built, as the citizens will be too busy giving out Leonardo's Workshop - 9: Excellent wonder. Updates all your obsolete units J.S. Bach's Cathedral - 8: If all your cities are on the one continent, this is a 10. Isaac Newton's College- 7: See Copernicus' Observatory. Adam Smiths Trading Co- 7: Has it's advantages, but comes a bit too late in the game to be super-beneficial Dawin's Voyage - 7: Good, but only if you're not a democracy. Statue of Liberty - 9: Allows you to choose any government, and gets rid of unrest. Eiffel Tower - 8: Other civilizations will love you. Women's Suffrage - 6: Just build individual Police Stations instead Hoover Dam - 8: Gives Hydro Power everywhere, which allows you to build even more. Manhattan Project - 1: Let someone else build it. I hate Nukes. United Nations -10: The best late-game wonder. Allows for Peacekeeping missions under democracy. You can gain peace with anyone whenever you want. Apollo Program - 7: Allows you to build your spaceship. Only build it if you're far ahead. SETI Program - 8: Far far better than Newton's College. Cure for Cancer - 8: The late-game Oracle. ------------------------------------------------------------------------------ 17. Frequently Asked Questions ------------------------------------------------------------------------------ Introduction ============ This section is for all questions about Civilization. Unlike the other sections, it contains its own Table of Contents to help you find the question you're looking for. If you have a question that is not listed here, don't hesitate to post it on my message boards. Contents ======== a) What is Civil Disorder b) Civil Disorder in Democracy c) Why did my city disband my improvement? d) Help, you never continued your beginner's guide! e) Where can I get the Scenarios? f) Ask away - post it on the message board! Question A ========== Q. Late in the game (under Communism), I had "civil disorder" in a couple of my cities. What causes "CIVIL DISORDER" in one city and NOT in another??? A. The main cause of Civil disorder under comunism is unhappiness. In order to make your citizens happy, you can enforce martial law under communism by having troops in your city. Each one of these will make 2 unhappy citiens content. Another way is to increase luxuries, or you could change one citizen to an Entertainer. (Q - Adrian) Question B ========== Q. How do you keep Democracy from falling from Civil Disorder? A. All you need to do here is raise your luxury % to around 20%, and then you will be able to use Democracy the way it's meant to be used. (Q - Adrian) Question C ========== Q. What causes a city to NOT be able to sustain an improvement? And, what measures can be taken to prevent that from happening? A. The cause of not being able to support an improvement is lack of money. In order to combat this, get more money. This can be done in a number of ways: change citizens to Tax collecters, increase Tax %, or change your type of governement. (Q - Adrian) Question D ========== Q. What did you mean by "I'll stop there because I don't want to decide your outcome."? A. Simple really, if I kept telling you what to do I would be playing the game for you. And where's the fun in that? (Q - Adrian) Question E ========== Q. You list Scenarios in your Guide. Where can I get these? A. The scenarios I have listed are only available through the Fantastic Worlds Add-On disc by Microprose which can be bought in some retail outlets, or online. (Q - KCougar10) ------------------------------------------------------------------------------ 18. Outro/Credits ------------------------------------------------------------------------------ Next Version: -More FAQs -More Strategies -Whatever you request Credits: -"A" Tadeo for the Disclaimer -CJayC for putting this FAQ on his site, www.gamefaqs.com -Microprose/Sid Meier for this Game -Microsoft for Windows and Notepad -DELL for my 1.8Ghz PC -Toshiba for my 2.6Ghz Laptop -You for reading it ___ _ ___ ______ _____ ____ ____ _ _ / _ \| | / _ \/ __/ |/ / _ \| __| | \/ / | ___ | |__| ___ |__ \ | ___ | __| || || | |_| |_|____|_| |_|___/_|\_\| |_|_| |____|_/\_\TM ©Ronan Hunt-Murphy - AlaskaFox 2001-4