Civilization - Hints
Several months ago, when Civilization was new on the IBM-PC, there was lots
of traffic about it on rec.games.misc. Now I mail-ordered Civilization for
the Amiga and wanted to have some of the hints and charts published there.
Thanks to Lucian who collected the following and sent it to me.
Ok all you fellow Civ addicts out there. Here is a chart that I came up
with that I have found to be invaluable. In just three pages, it
summarizes the benefits of each unit, their cost, and a short Technology
dependency tree. The information is an inverted presentation of Eric
Haines' Civilization Advances text keyed on units that you can build. This
Unit chart combined with Eric's Terrain chart and postscript Technology
chart encapsulate the basic points of the game in a usable format. Enjoy!
Civilization Unit Development Chart v1.2
----------------------------------------
Land Units: (roughly in time order)
-----------
Settler (0-1-1) 40R : none.
Militia (1-1-1) 10R : none.
Phalanx (1-2-1) 20R : Bronze Working.
Cavalry (2-1-2) 20R : Horseback Riding.
Chariot (4-1-2) 40R : The Wheel.
Legion (3-1-1) 20R : Iron Working <- Bronze Working.
Catapult (6-1-1) 40R : Mathematics <- Masonry, Alphabet.
Diplomat (0-0-2) 30R : Writing <- Alphabet.
Caravan (0-1-1) 50R : Trade <- Code of Laws, Currency <- Alphabet,
Bronze W.
Knight (4-2-2) 40R : Chivalry <- Horseback Riding, Feudalism <-
Musketeers (2-3-1) 30R : Gunpowder <- Invention, Iron Working <-
Cannon (8-1-1) 40R : Metallurgy <- Gunpowder, University <-
Rifleman (3-5-1) 30R : Conscription <- Explosives, The Republic <-
Armor (10-5-3) 80R : Automobile <- Combustion, Steel <-
Mech Inf (6-6-3) 50R : Labor Union <- Mass Production, Communism <-
Artillery (12-2-2) 60R : Robotics <- Plastics, Computers <-;
defenders are not tripled behind City Walls
Naval Units: (roughly in time order)
------------
Trireme (1-0-3 carry 2) 40R : Map Making <- Alphabet.
Sail (1-1-3 carry 3) 40R : Navigation <- Astronomy, Map Making <-
Frigate (2-2-3 carry 4) 40R : Magnetism <- Physics, Navigation <-
Ironclad (4-4-4) 60R : Steam Engine <- Physics, Invention <-
Transport (0-3-4 carry 8) 50R : Industrialization <- Railroad, Banking <-
Cruiser (6-6-6) * ! 80R : Combustion <- Refining, Explosives <-
Battleship (18-12-4) * ! 160R : Steel <- Industrialization, Metallurgy <-
Submarine (8-2-3) * 50R : Mass Production <- Automobile, The Corp
<-
can only be seen by enemy when adjacent
Carrier (1-12-5) * 160R : Advanced Flight <- Flight, Electricity <-
can carry up to 8 air/nuclear units
* visibility range of 2 sea squares
! may do shore bombardment
*******************************
Some of you saw my earlier strategy (the parallelia/virus tactic) in
an earlier post. Well, some people wrote (on compuserve) to MPS about
the mathematical tactics being used to ruin the game. Sid decided to
do a partial rewrite of the game. He made some changes (trying) to
negate such tactics. Specifically, the following rules changes were
made:
1. scientists/tax men may only be made in cities size 5 or
greater
2. corruption increases based on the number of cities you own
despotism monarchy/commu republic
emperor 4 8 12
king 5 10 15
prince 6 12 18
warlord 7 14 21
chieftain 8 16 24
So, in a prince level game, if you have 6 cities and you're a despot,
you have +1 corruption per city. If you have 12 cities corruption
is +2 per city.
If you are a democracy there is no increase in corruption level.
This changes early strategy immensely. Now it's important to either
blitz directly for democracy, or first get monarchy then democracy.
You can't count on getting the pyramids (especially in an emperor
level game). If you just keep expanding recklessly, corruption will
grow to high and you won't be able to advance scientifically. This is
a catch 22. To get rid of the corruption you need scientific
advances. To get scientific advances you have to get rid of the
corruption (courhouses are *not* an acceptable solution in 2500 B.C.).
You need to expand slowly in order to not kill yourself.
This changes the benefits of early tech advances immensely. Now if
you have alphabet, code of laws, or ceremonial burial (2 of these help
even more) at start you're in *much* better shape than your rivals.
You get to switch to monarchy much more quickly and that lets you keep
increasing the number of cities you own (basically you don't want to
go above 3 as a despot, and 7 is the practical limit as a monarch. at
least using my strategy...). So then you sit with your 7 cities
(don't build your 8th unless you're going to build your 14th or so.
Otherwise it just isn't worth it with the corruption (Assuming you
have small cities). That's a real problem with the new system for
increasing corruption, it's a flat amount and not a percentage. This
hoses small cities much more than larger ones. The changes aren't
finalized yet, after they are I'll try to upload the changes.
joe
Air Units: (in time order)
----------
Fighter (4-2-10) 60R : Flight <- Combustion, Physics <-
must return to base by end of each turn
Bomber (12-1-8(16)) 120R : Advanced Flight <- Flight, Electricity <-
must return to base at end of second turn,
have visibility of 2 squares, ignore City
Walls, may only be attacked by Fighters
Nuclear (99-0-16) 160R : [Nuc Fission], Rocketry <- Adv Flt,
Electrnics <-
can be built only after Manhattan Proj WW
has been done anywhere. It is lost if it
doesn't end turn in city/carrier and didn't
attack. Explodes when it attacks and
destroys
all military units in target square and
adjacent
squares. Nuclear attacks may also destroy
city
population and cause pollution.
Space Units: (in time order)
------------
SS Structure 80R : Space Flight <- Rocketry, Computers <-
SS Component 160R : Plastics <- Space Flight, Refining <-
SS Module 320R : Robotics <- Plastics, Computers <-
City Structures: (alphabetical order)
----------------
Note: nnR+m$ = nn Resources to build, and m Coins per turn to support
Aqueduct 120R+2$ (no Fire or Plague)
: Construction <- Masonry, Currency <-
Bank 120R+3$ (+50% luxuries & taxes)
: Banking <- The Republic, Trade <-
Barracks 40R+0$ (+50% strength, no Piracy)
: none. (obsolete at Gunpowder +1$ & Combustion
+2$)
Cathedral 160R+3$ (4 unhappy go content)
: Religion <- Philosophy <-
City Walls 120R+2$ (triple defense, no pop loss, no Flood)
: Masonry.
Colosseum 100R+4$ (3 unhappy go content)
: Construction <- Masonry, Currency <-
Courthouse 80R+1$ (-50% corruption)
: Code of Laws <- Alphabet.
Factory 200R+4$ (+50% resources)
: Industrialization <- Railroad, Banking <-
Granary 60R+1$ (50% for new pop, no Famine)
: Pottery.
Hydro Plant 240R+4$ (+50% resources, less pollution)
: Electronics <- Electricity, Eng <-
Library 80R+1$ (+50% knowledge)
: Writing <- Alphabet.
Mfg Plant 320R+6$ (+100% resources, obsoletes Factory in city)
: Robotics <- Plastics, Computers <-
Marketplace 80R+1$ (+50% tax and luxuries)
: Currency <- Bronze Working.
Mass Transit 160R+4$ (no pollution from pop)
: Mass Production <- Auto, The Corp <-
Nuclear Plant 160R+2$ (+50% resources, less pollution)
: Nuclear Power <- Nuclear Fission, Electronics <-
: (no meltdowns) Fusion Power <- Nuc Power,
Supercond <-
Palace 200R+0$ (capital)
: Masonry.
Power Plant 160R+4$ (+50% resources, more pollution)
: Refining <- The Corporation, Chemistry <-
Recycling Center 200R+2$ (2/3rds % less overall pollution)
: Recycling <- Mass Production, Democracy <-
SDI Defense 200R+4$ (no Nuclear attack)
: Superconductor <- Plastics, Mass Production <-
Temple 40R+1$ (1 unhappy goes content, no Volcano)
: Ceremonial Burial.
University 160R+3$ (+50% knowledge)
: University <- Philosophy, Mathematics <-
Misc: (Orders for Settlers)
-----
Fortress (double defense) : Construction <- Masonry, Currency <- Bronze Wk.
WWWWWWWWWWWWWWWWWWWW
Here's the latest updated set of Civ records. Some people have
recommended
some new categories, which I have added (most trade in 1 city, *least*
carnage suffered/inflicted in a winning game).
I have decided to include the hotly disputed 40 BC spaceship arrival
stat, as I don't want to become net.civ.judge.and.jury.
In my last game, I made extensive use of the "leveraged buy-out"
technique, with good results: thanks fellow netters! A few tips for
those of you wanting to try this technique at home (it consists of
buying virtually all the enemy cities instead of conquering them):
1) Make sure you take the enemy capitol first. This reduces the
price by a factor of 5 or so on the other cities.
2) I found it didn't work well against despotisms, as they have so
many military units sitting around clutting the countryside that it's
difficult to even get your diplomat next to the city. Sure, you could
fight them, but that's what this techinque is supposed to avoid.
-----------------------------------------------------------
quickest conquest of the world:
Chieftan 1000 BC ewahl@magnus.acs.ohio-state.edu
Warlord 1970 jwb2@ra.msstate.edu (John Burton)
Prince 1100 ewahl@magnus.acs.ohio-state.edu
King 1050 erich@eye.com (Eric Haines)
Emperor 800 mde@ecs.soton.ac.uk (Martin Emmerson)
biggest population (millions)
Chieftan 220 sconway@magnus.acs.ohio-state.edu (Sean
Conway)
Warlord 87 cjkuo@locus.com (Jimmy Kuo)
Prince 117 mjtuovin@klaava.Helsinki.fi (Markku
Tuovinen)
King 94.9 fishkin@xerox.com (Ken Fishkin)
Emperor 98 kw@doc.ic.ac.uk (K.Wong)
highest raw score
Chieftan 4955 sconway@magnus.acs.ohio-state.edu (Sean
Conway)
Warlord >2300 lavonius@kruuna.Helsinki.FI (Ville
Lavonius)
Prince 3017 mjtuovin@klaava.Helsinki.fi (Markku
Tuovinen)
King 2160 fishkin@xerox.com (Ken Fishkin)
Emperor 2213 kw@doc.ic.ac.uk (K.Wong)
highest rating
Chieftan 98 sconway@magnus.acs.ohio-state.edu (Sean
Conway)
Warlord 99 lavonius@kruuna.Helsinki.FI (Ville
Lavonius)
Prince 148 mjtuovin@klaava.Helsinki.fi (Markku
Tuovinen)
King 172 fishkin@xerox.com (Ken Fishkin)
Emperor 221 kw@doc.ic.ac.uk (K.Wong)
highest production, 1 city
Chieftan 90 sconway@magnus.acs.ohio-state.edu (Sean
Conway)
Warlord 85 somebody at Syracuse (I deleted the mail)
Prince 116 sigmund@idt.unit.no (Sigmund Oerjavik)
King 95 fishkin@xerox.com
Emperor 100 kw@doc.ic.ac.uk (K. Wong)
highest trade, 1 city
Warlord 71 cjkuo@locus.com (Jimmy Kuo)
quickest to Alpha Centauri, 40K passengers
Chieftan 1901 marms@sandia.UUCP (Mike Arms)
Warlord 1938 elaine@hplvec.LVLD.HP.COM (Elaine May)
Prince 1844 cox@tachyon.unx.sas.com (Jim Cox)
King 40 BC wagner@main.mndly.umn.edu (Richard Wagner)
Emperor 1865 ahaas@ecn.purdue.edu
biggest City
Chieftan 36 sconway@magnus.acs.ohio-state.edu (Sean
Conway)
Warlord 35 cjkuo@locus.com (Jimmy Kuo)
Prince 42 sigmund@idt.unit.no (Sigmund Oerjavik)
King 32 fishkin@xerox.com (Ken Fishkin)
Emperor 40 rjc41604@uxa.cso.uiuc.edu (Huh!?)
highest future tech level
Chieftan 324 sconway@magnus.acs.ohio-state.edu (Sean
Conway)
Warlord 99 lavonius@kruuna.Helsinki.FI (Ville
Lavonius)
Prince 158 mjtuovin@klaava.Helsinki.fi (Markku
Tuovinen)
King 62 fishkin@xerox.com (Ken Fishkin)
Emperor 53 kw@doc.ic.ac.uk (K. Wong)
most total carnage inflicted, units
King 283 fishkin@xerox.com (Ken Fishkin)
least total carnage inflicted in a winning game
King 97 fishkin@xerox.com (Ken Fishkin)
most carnage suffered, units
King 131 fishkin@xerox.com (Ken Fishkin)
least total carnage suffered in a winning game
King 59 fishkin@xerox.com (Ken Fishkin)
--
Ken Fishkin fishkin@xerox.com
E F F E C T S O F G O V E R N M E N T
Despotism Monarchy Communism Republic Democracy
------------ ------------ ------------ ------------
------------
Military 1 resource 1 resource 1 resource 1 resource 1 resource
maintenance if > people
Settlers 1 food 2 food 2 food 2 food 2 food
1 resource 1 resource 1 resource 1 resource 1 resource
if > people
Commodities -1 if >= 3 +1 trade +1 trade
if exists if exists
Unhappiness -1 per unit -1 per unit -1 per unit 1 per unit 2 per unit
at home at home at home not at home not at
home
Revolution
possible
if
disorder
for
2 turns
Corruption Varies with Varies with Flat Varies with None
distance distance distance
We Love Monarchy Democracy Democracy +1 people +1 people
King Day per day per day
Misc. Always Always
accept peace accept
peace
offer offer
Wonders of the World: (alphabetical order)
---------------------
Apollo Program WW! (can build space ships)
600R
: Space Flight <- Rocketry, Computers
Colossus WW (+1 trade until Electricity)
200R
: Bronze Working.
Copernicus's Observatory WW (double knowledge in city until Automobile)
300R
: Astronomy <- Mysticism, Mathematics <- Masonry, Alphabet.
Cure for Cancer WW! (+1 happy in all cities)
600R
: Genetic Engineering <- The Corporation, Medicine <-
Darwin's Voyage WW! (two civilization advances)
300R
: Railroad <- Steam Engine, Bridge Building <-
Great Library WW (gives other civilization's technology until University)
300R
: Literacy <- Writing, Code of Laws <- Alphabet.
Great Wall WW (peace until Gunpowder)
300R
: Masonry.
Hanging Gardens WW (+1 happy until Invention)
300R
: Pottery.
Hoover Dam WW! (+50% res. on continent, less pollution)
600R
: Electronics <- Electricity, Engineering <-
Isaac Newton's College WW (increases all lib & univ until Nuclear Fission)
400R
: Theory of Gravity <- University, Astronomy <-
J.S. Bach's Cathedral WW! (-2 unhappy on continent)
400R
: Religion <- Philosophy <-
Lighthouse WW (+1 ship movement until Magnetism)
200R
: Map Making <- Alphabet.
Magellan's Expedition WW! (+1 ship movement)
400R
: Navigation
Manhattan Project WW! (all build nuclear weapons)
600R
: Nuclear Fission <- Mass Production, Atomic Theory <-
Michelangelo's Chapel WW (increases Cathedral benefits until Communism)
300R
: Religion <- Philosophy <-
Oracle WW (doubles temple effect until Religion)
300R
: Mysticism <- Ceremonial Burial.
Pyramids WW (no Anarchy, choose any government)
300R
: Masonry.
SETI Program WW! (+50% knowledge to all cities)
600R
: Computers <- Electronics, Mathematics <-
Shakespeare's Theatre WW (unhappy in city are content until Electronics)
400R
: Medicine <- Philosophy, Trade <-
United Nations WW! (peace)
600R
: Communism <- Industrialization, Philosophy
Women's Suffrage WW! (-1 unhappy for Republic or Democracy)
600R
: Industrialization <- Railroad, Banking <-
Here's a little something I whipped up for Civilization. I disliked that I
couldn't look up what was connected to what and what did what. Also, the
chart in the rules has some weird placements (e.g. even though these should
naturally be to the right [more advanced], Chivalry is to the left of
Feudalism, Flight is to the left of Combustion) and a few bugs:
Physics depends only on Navigation, not Navigation and Mathematics,
since
Mathematics is already needed for Astronomy (which is required for
Navigation).
Democracy depends only on Philosophy (since Literacy is already needed
for
Philosophy).
Flight depends only on Combustion (you get the idea).
Electronics depends only on Electricity.
Computers depends only on Electronics.
Robotics depends only on Computers.
The Corporation depends only on Industrialization.
Plastics depends only on Space Flight.
Mass Production depends only on Automobile.
Most of these are just cross-outs on their chart, except for the misleading
Physics-->Flight arrow.
Anyway, here comes my summary. The zillion requisites for the later
technologies is overkill, but the one or two main ones are always indented
so
that you can ignore the rest if you want.
Enjoy, and a postscript file of my advances chart is coming soon.
(Let me know of any errors/additions. For example, I haven't figured out
if
there are prerequisite advances for Irrigation or Mining by Settlers -
help,
anyone? I've barely played Civilization, having had more time to pore over
the rules than actually play. Tonight, tonight...)
Eric Haines, erich@eye.com
--------------
Summary of Civilization Advances Chart, with redundant dependencies
eliminated. The "Level" is simply how many specific previous advances are
needed to be able to research the particular advance. The "*" means this
technology is needed by multiple later advances (in other words, some other
requirement needs it - each required advance is listed only once). The "!"
after a Wonder of the World (WW) means it is permanent and cannot be lost
by
future advances.
O Level (no requirements)
{Settler Unit, Militia Unit (1-1-1), Barracks [+50% strength, no Piracy]}
Alphabet
req: none
opens: Code of Laws
Map Making
Writing
Mathematics (w/Masonry)
Bronze Working - Phalanx Unit (1-2-1), Colossus WW [+1 trade]
req: none
opens: Iron Working
Currency
Ceremonial Burial - Temple [1 unhappy goes content, no Volcano]
req: none
opens: Mysticism
Monarchy (w/Code of Laws)
Horseback Riding - Cavalry Unit (2-1-2)
req: none
opens: Chivalry (w/Feudalism)
Masonry - Palace [capital], City Walls [triple defense, no pop loss, no
Flood],
Pyramids WW [no Anarchy, choose any government], Great Wall WW
[peace]
req: none
opens: Mathematics (w/Alphabet)
Construction (w/Currency)
Feudalism (w/Monarchy)
Pottery - Granary [use 50% for new pop, no Famine], Hanging Gardens WW [+1
happy citizens]
req: none
opens: none
The Wheel - Chariot Unit (4-1-2)
req: none
opens: Engineering (w/Construction)
1 Level
Code of Laws - Courthouse [-50% corruption]
req: Alphabet
opens: Monarchy (w/Ceremonial Burial)
Literacy (w/Writing)
Trade (w/Currency)
Currency - Marketplace [+50% tax and luxuries]
req: Bronze Working
opens: Construction (w/Masonry)
Trade (w/Code of Laws)
Iron Working - Legion Unit (3-1-1)
req: Bronze Working
opens: Bridge Building (w/Construction)
Gunpowder (w/Invention)
Map Making - Trireme Unit (1-0-3 carry 2), Lighthouse WW [+1 ship movement]
req: Alphabet
opens: Navigation (w/Astronomy)
Mysticism - Oracle WW [doubles temple effect]
req: Ceremonial Burial
opens: Astronomy (w/Mathematics)
Philosophy (w/Literacy)
Writing - Diplomat Unit, Library [+50% knowledge]
req: Alphabet
opens: Literacy (w/Code of Laws)
Religion (w/Philosophy)
2 Level
Mathematics - Catapult Unit (6-1-1)
req: Masonry
Alphabet
opens: University (w/Philosophy)
Astronomy (w/Mysticism)
Physics (w/Navigation)
3 Level
Construction - Aqueduct [no Fire or Plague], Colosseum [3 unhappy go
content],
Fortress [double defense]
req: Masonry
Currency (Bronze Working)
opens: Bridge Building (w/Iron Working)
Engineering (w/The Wheel)
Literacy - Great Library WW [gives other civilization's technology]
req: Writing (Alphabet*)
Code of Laws
opens: The Republic
Philosophy (w/Mysticism)
Invention (w/Engineering)
Monarchy
req: Code of Laws (Alphabet)
Ceremonial Burial
opens: Feudalism (w/Masonry)
4 Level
The Republic
req: Literacy (Writing, Code of Laws (Alphabet))
opens: Banking (w/Trade)
Conscription (w/Explosives)
Trade - Caravan Unit
req: Code of Laws (Alphabet)
Currency (Bronze Working)
opens: Medicine (w/Philosophy)
Banking (w/Republic)
5 Level
Astronomy - Copernicus's Observatory WW [double knowledge in city]
req: Mysticism (Ceremonial Burial)
Mathematics (Masonry, Alphabet)
opens: Navigation (w/Map Making)
Theory of Gravity (w/University)
Bridge Building
req: Construction (Masonry, Currency (Bronze Working*))
Iron Working
opens: Railroad (w/Steam Engine)
Engineering
req: Construction (Masonry, Currency (Bronze Working))
The Wheel
opens: Invention (w/Literacy)
Feudalism
req: Monarchy (Code of Laws (Alphabet), Ceremonial Burial)
Masonry
opens: Chivalry
6 Level
Chivalry - Knight Unit (4-2-2)
req: Horseback Riding
Feudalism
opens: nothing
Philosophy
req: Literacy (Writing (Alphabet*), Code of Laws)
Mysticism (Ceremonial Burial)
opens: Democracy
Religion
Medicine (w/Trade)
University (w/Mathematics)
Communism (w/Industrialization)
7 Level
Democracy
req: Philosophy (Literacy (Writing (Alphabet*), Code of Laws)
Mysticism (Ceremonial Burial))
opens: Recycling (w/Mass Production)
Navigation - Sail Unit (1-1-3 carry 3), Magellan's Expedition WW! [+1 ship
move]
req: Astronomy (Mysticism (Ceremonial Burial),Mathematics(Masonry,
Alphabet*))
Map Making
opens: Physics
Religion - Cathedral [4 unhappy go content], J.S. Bach's Cathedral WW! [-2
unhappy on continent], Michelangelo's Chapel WW [increases
Cathedral
benefits], lose Oracle WW
req: Philosophy
opens: nothing
8 Level
Banking - Bank [+50% luxuries & taxes]
req: The Republic (Literacy (Writing, Code of Laws* (Alphabet)))
Trade (Currency (Bronze Working))
Physics
req: Navigation (Astronomy (Mysticism (Ceremonial Burial), Mathematics
(Masonry,Alphabet), Map Making)
opens: Magnetism
Steam Engine (w/Invention)
Atomic Theory (w/Theory of Gravity)
9 Level
Magnetism - Frigate Unit (2-2-3 carry 4), lose Lighthouse WW
req: Physics (Navigation (Astronomy (Mysticism (Ceremonial
Burial),Mathematics
(Masonry,Alphabet), Map Making)
opens: Electricity
University - University [+50% knowledge], lose Great Library WW
req: Philosophy (Literacy (Writing (Alphabet*), Code of Laws),
Mysticism (Ceremonial Burial))
Mathematics (Masonry)
opens: Theory of Gravity (w/Astronomy)
Chemistry (w/Medicine)
10 Level
Invention - lose Hanging Gardens WW
req: Engineering (Construction (Masonry,Currency (Bronze Working)), The
Wheel)
Literacy (Writing (Alphabet*), Code of Laws)
opens: Gunpowder (w/Iron Working)
Steam Engine (w/Physics)
Medicine - [no Plague], Shakespeare's Theatre WW [unhappy in city are
content]
req: Philosophy (Literacy (Writing (Alphabet*), Code of Laws*),
Mysticism (Ceremonial Burial))
Trade (Currency (Bronze Working))
opens: Chemistry (w/University)
Genetic Engineering (w/The Corporation)
11 Level
Theory of Gravity - Isaac Newton's College WW [increases all lib & univ]
req: University (Philosophy (Literacy (Writing (Alphabet*), Code of
Laws),
Mysticism* (Ceremonial Burial)), Mathematics* (Masonry))
Astronomy
opens: Atomic Theory (w/Physics)
12 Level
Gunpowder - Musketeers Unit (2-3-1), lose Great Wall WW
req: Invention (Engineering (Construction (Masonry,Currency(Bronze
Working*)),
The Wheel), Literacy (Writing (Alphabet*), Code of Laws))
Iron Working
opens: Metallurgy (w/University)
Explosives (w/Chemistry)
14 Level
Atomic Theory
req: Theory of Gravity (University (Philosophy (Literacy (Writing
(Alphabet),
Code of Laws), Mysticism (Ceremonial Burial)),
Mathematics (Masonry)), Astronomy*)
Physics (Navigation)
opens: Nuclear Fission (w/Mass Production)
Chemistry
req: University (Philosophy* (Literacy (Writing (Alphabet), Code of
Laws),
Mysticism (Ceremonial Burial)), Mathematics (Masonry))
Medicine (Trade (Currency (Bronze Working)))
opens: Explosives (w/Gunpowder)
Refining (w/The Corporation)
16 Level
Steam Engine - Ironclad Unit (4-4-4)
req: Physics (Navigation [Astronomy {Mysticism (Ceremonial
Burial),Mathematics
(Masonry*,Alphabet*), Map Making}])
Invention (Engineering [Construction {Currency (Bronze Working)},
The Wheel], Literacy (Writing, Code of Laws))
opens: Railroad (w/Bridge Building)
18 Level
Metallurgy - Cannon Unit (8-1-1)
req: Gunpowder (Invention (Engineering (Construction (Masonry*, Currency
(Bronze Working*)), The Wheel), Literacy* (Writing
(Alphabet*),
Code of Laws)), Iron Working)
University (Philosophy (Mysticism (Ceremonial Burial)), Mathematics)
opens: Steel (w/Industrialization)
Electricity (w/Magnetism)
Railroad - Darwin's Voyage WW! [get two civilization advances]
req: Steam Engine {Physics (Navigation [Astronomy {Mysticism (Ceremonial
Burial),Mathematics (Masonry*,Alphabet*), Map Making}]),
Invention (Engineering [Construction {Currency(Bronze
Working)},
The Wheel], Literacy (Writing, Code of Laws))}
Bridge Building [Iron Working]
opens: Industrialization (w/Banking)
20 Level
Explosives
req: Chemistry (University (Philosophy* (Literacy* (Writing (Alphabet),
Code of Laws), Mysticism (Ceremonial Burial)), Mathematics
(Masonry*)), Medicine (Trade (Currency* (Bronze Working))))
Gunpowder (Invention (Engineering (Construction)), Iron Working)
opens: Conscription (w/The Republic)
22 Level
Conscription - Rifleman Unit (3-5-1)
req: Explosives (Chemistry (University (Philosophy* (Literacy* (Writing
(Alphabet), Code of Laws), Mysticism (Ceremonial Burial)),
Mathematics (Masonry*)), Medicine (Trade (Currency* (Bronze
Working)))), Gunpowder (Invention (Engineering
(Construction)), Iron Working))
The Republic
opens: nothing
Industrialization - Transport Unit (0-3-4 carry 8), Factory [+50%
resources],
Women's Suffrage WW! [-1 unhappy for Republic or Democracy]
req: Railroad (Steam Engine {Physics (Navigation [Astronomy {Mysticism
(Ceremonial Burial),Mathematics (Masonry*,Alphabet*),
Map Making}]), Invention (Engineering [Construction
{Currency*(Bronze Working)}, The Wheel], Literacy*
(Writing,
Code of Laws))}, Bridge Building [Iron Working])
Banking (The Republic, Trade)
opens: Communism (w/Philosophy)
The Corporation
23 Level
The Corporation
req: Industrialization (Railroad (Steam Engine {Physics (Navigation
[Astronomy {Mysticism (Ceremonial Burial),Mathematics
(Masonry*,Alphabet*), Map Making}]), Invention (Engineering
[Construction {Currency*(Bronze Working)}, The Wheel],
Literacy* (Writing, Code of Laws))}, Bridge Building [Iron
Working]), Banking (The Republic, Trade))
opens: Genetic Engineering (w/Medicine)
Refining (w/Chemistry)
24 Level
Communism - United Nations WW! [peace], lose Michelangelo's Chapel WW
req: Industrialization (Railroad (Steam Engine {Physics (Navigation
[Astronomy {Mysticism* (Ceremonial Burial),Mathematics
(Masonry*,Alphabet*), Map Making}]), Invention (Engineering
[Construction {Currency*(Bronze Working)}, The Wheel],
Literacy* (Writing, Code of Laws))}, Bridge Building [Iron
Working]), Banking (The Republic, Trade))
Philosophy
opens: Labor Union (w/Mass Production)
Electricity - lose Colossus WW
req: Metallurgy (Gunpowder (Invention (Engineering (Construction
(Masonry*,
Currency (Bronze Working*)), The Wheel), Literacy* (Writing
(Alphabet*), Code of Laws)), Iron Working),
University (Philosophy (Mysticism* (Ceremonial Burial)),
Mathematics*)
Magnetism (Physics (Navigation (Astronomy (Map Making))))
opens: Electronics (w/Engineering)
Advanced Flight (w/Flight)
25 Level
Electronics - Hydro Plant [double Factory or Mfg. Plant bonus], Hoover Dam
WW!
[+50% resources on continent, less pollution], lose Shakespeare's
Theatre
req: Electricity (Metallurgy (Gunpowder (Invention (Engineering
(Construction (Masonry*, Currency (Bronze Working*)), The
Wheel), Literacy* (Writing (Alphabet*), Code of Laws)),
Iron
Working), University (Philosophy (Mysticism* (Ceremonial
Burial)), Mathematics*)), Magnetism (Physics (Navigation
(Astronomy (Map Making)))))
opens: Computers
26 Level
Computers - SETI Program WW! [+50% knowledge to all cities]
req: Electronics (Electricity (Metallurgy (Gunpowder (Invention
(Engineering
(Construction (Masonry*, Currency (Bronze Working*)), The
Wheel), Literacy* (Writing (Alphabet*), Code of Laws)),
Iron
Working), University (Philosophy (Mysticism* (Ceremonial
Burial)), Mathematics*)), Magnetism (Physics (Navigation
(Astronomy (Map Making))))))
opens: Space Flight (w/Rocketry)
Genetic Engineering - Cure for Cancer WW! [+1 happy in all cities]
req: The Corporation (Industrialization (Railroad (Steam Engine {Physics
(Navigation [Astronomy {Mysticism* (Ceremonial
Burial),Mathematics (Masonry*,Alphabet*), Map Making}]),
Invention (Engineering [Construction {Currency*(Bronze
Working)}, The Wheel], Literacy* (Writing, Code of Laws))},
Bridge Building [Iron Working]), Banking (The Republic,
Trade*)))
Medicine (Philosophy)
opens: nothing
27 Level
Steel - Battleship Unit (18-12-4)
req: Industrialization (Railroad (Steam Engine {Physics (Navigation
[Astronomy {Mysticism* (Ceremonial Burial),Mathematics
(Masonry*,Alphabet*), Map Making}]), Invention*
(Engineering
[Construction {Currency*(Bronze Working)}, The Wheel],
Literacy* (Writing, Code of Laws))}, Bridge Building [Iron
Working]), Banking (The Republic, Trade))
Metallurgy (Gunpowder, University (Philosophy))
opens: Automobile (w/Combustion)
29 Level
Refining - Power Plant [+50% bonuse to Factory or Mfg. Plant, more
pollution]
req: The Corporation (Industrialization (Railroad (Steam Engine {Physics
(Navigation [Astronomy {Mysticism* (Ceremonial
Burial),Mathematics* (Masonry*,Alphabet*), Map Making}]),
Invention (Engineering [Construction {Currency*(Bronze
Working)}, The Wheel], Literacy* (Writing, Code of Laws))},
Bridge Building [Iron Working]), Banking (The Republic,
Trade)))
Chemistry (University (Philosophy*), Medicine (Trade))
opens: Combustion (w/Explosives)
32 Level
Combustion - Cruiser Unit (6-6-6)
req: Refining (The Corporation (Industrialization (Railroad (Steam Engine
{Physics (Navigation [Astronomy {Mysticism* (Ceremonial
Burial),Mathematics* (Masonry*,Alphabet*), Map Making}]),
Invention (Engineering [Construction {Currency*(Bronze
Working)}, The Wheel], Literacy* (Writing, Code of Laws))},
Bridge Building [Iron Working]), Banking (The Republic,
Trade))), Chemistry* (University (Philosophy*), Medicine
(Trade)))
Explosives (Gunpowder)
opens: Flight
33 Level
Flight - Fighter Unit (4-2-10)
req: Combustion (Refining (The Corporation (Industrialization (Railroad
(Steam Engine {Physics (Navigation [Astronomy {Mysticism*
(Ceremonial Burial),Mathematics* (Masonry*,Alphabet*), Map
Making}]), Invention (Engineering [Construction
{Currency*(Bronze Working)}, The Wheel], Literacy*
(Writing,
Code of Laws))}, Bridge Building [Iron Working]), Banking
(The
Republic, Trade))), Chemistry* (University (Philosophy*),
Medicine (Trade))), Explosives (Gunpowder))
opens: Advanced Flight (w/Electricity)
35 Level
Automobile - Armor Unit (10-5-3), lose Copernicus's Observatory WW
req: Combustion (Refining (The Corporation (Industrialization* (Railroad
(Steam Engine {Physics (Navigation [Astronomy {Mysticism*
(Ceremonial Burial),Mathematics* (Masonry*,Alphabet*), Map
Making}]), Invention (Engineering [Construction
{Currency*(Bronze Working)}, The Wheel], Literacy*
(Writing,
Code of Laws))}, Bridge Building [Iron Working]), Banking
(The
Republic, Trade))), Chemistry* (University* (Philosophy*),
Medicine (Trade))), Explosives (Gunpowder*))
Steel (Metallurgy)
opens: Mass Production
36 Level
Advanced Flight - Bomber Unit (12-1-8(16)), Carrier Unit (1-12-5 carry 8
air)
req: Flight (Combustion (Refining (The Corporation (Industrialization
(Railroad (Steam Engine {Physics (Navigation [Astronomy
{Mysticism* (Ceremonial Burial),Mathematics*
(Masonry*,Alphabet*), Map Making}]), Invention (Engineering
[Construction {Currency*(Bronze Working)}, The Wheel],
Literacy* (Writing, Code of Laws))}, Bridge Building [Iron
Working]), Banking (The Republic, Trade))), Chemistry*
(University* (Philosophy*), Medicine (Trade))), Explosives
(Gunpowder*)))
Electricity (Metallurgy)
opens: Rocketry (w/Electronics)
Mass Production - Submarine Unit (8-2-3), Mass Transit [no pollution from
pop]
req: Automobile (Combustion (Refining (The Corporation
(Industrialization*
(Railroad (Steam Engine {Physics (Navigation [Astronomy
{Mysticism* (Ceremonial Burial),Mathematics*
(Masonry*,Alphabet*), Map Making}]), Invention (Engineering
[Construction {Currency*(Bronze Working)}, The Wheel],
Literacy* (Writing, Code of Laws))}, Bridge Building [Iron
Working]), Banking (The Republic, Trade))), Chemistry*
(University* (Philosophy*), Medicine (Trade))), Explosives
(Gunpowder*)), Steel (Metallurgy))
opens: Labor Union (w/Communism)
Nuclear Fission (w/Atomic Theory)
Recycling (w/Democracy)
38 Level
Labor Union - Mechanized Infantry Unit (6-6-3)
req: Mass Production (Automobile (Combustion (Refining (The Corporation
(Industrialization* (Railroad (Steam Engine {Physics
(Navigation [Astronomy {Mysticism* (Ceremonial
Burial),Mathematics* (Masonry*,Alphabet*), Map Making}]),
Invention (Engineering [Construction {Currency*(Bronze
Working)}, The Wheel], Literacy* (Writing, Code of Laws))},
Bridge Building [Iron Working]), Banking (The Republic,
Trade))), Chemistry* (University* (Philosophy*), Medicine
(Trade))), Explosives (Gunpowder*)), Steel (Metallurgy)))
Communism
opens: nothing
Recycling - Recycling Center [2/3rds less pop pollution]
req: Mass Production (Automobile (Combustion (Refining (The Corporation
(Industrialization* (Railroad (Steam Engine {Physics
(Navigation [Astronomy {Mysticism* (Ceremonial
Burial),Mathematics* (Masonry*,Alphabet*), Map Making}]),
Invention (Engineering [Construction {Currency*(Bronze
Working)}, The Wheel], Literacy* (Writing, Code of Laws))},
Bridge Building [Iron Working]), Banking (The Republic,
Trade))), Chemistry* (University* (Philosophy*), Medicine
(Trade))), Explosives (Gunpowder*)), Steel (Metallurgy)))
Democracy
Rocketry - Nuclear Unit (99-0-16)
req: Advanced Flight (Flight (Combustion (Refining (The Corporation
(Industrialization (Railroad (Steam Engine {Physics
(Navigation [Astronomy {Mysticism* (Ceremonial
Burial),Mathematics* (Masonry*,Alphabet*), Map Making}]),
Invention (Engineering [Construction {Currency*(Bronze
Working)}, The Wheel], Literacy* (Writing, Code of Laws))},
Bridge Building [Iron Working]), Banking (The Republic,
Trade))), Chemistry* (University* (Philosophy*), Medicine
(Trade))), Explosives (Gunpowder*))), Electricity
(Metallurgy))
Electronics
opens: Space Flight (w/Computers)
39 Level
Nuclear Fission - Manhattan Project WW! [all build nuclear weapons], lose
Isaac
Newton's College
req: Mass Production (Automobile (Combustion (Refining (The Corporation
(Industrialization* (Railroad (Steam Engine {Physics*
(Navigation [Astronomy {Mysticism* (Ceremonial
Burial),Mathematics* (Masonry*,Alphabet*), Map Making}]),
Invention (Engineering [Construction {Currency*(Bronze
Working)}, The Wheel], Literacy* (Writing, Code of Laws))},
Bridge Building [Iron Working]), Banking (The Republic,
Trade))), Chemistry* (University* (Philosophy*), Medicine
(Trade))), Explosives (Gunpowder*)), Steel (Metallurgy)))
Atomic Theory (Theory of Gravity)
opens: Nuclear Power (w/Electronics)
40 Level
Space Flight - SS Structure, Apollo Program WW! [can build space ships]
req: Rocketry (Advanced Flight (Flight (Combustion (Refining (The
Corporation
(Industrialization (Railroad (Steam Engine {Physics
(Navigation [Astronomy {Mysticism* (Ceremonial
Burial),Mathematics* (Masonry*,Alphabet*), Map Making}]),
Invention (Engineering [Construction {Currency*(Bronze
Working)}, The Wheel], Literacy* (Writing, Code of Laws))},
Bridge Building [Iron Working]), Banking (The Republic,
Trade))), Chemistry* (University* (Philosophy*), Medicine
(Trade))), Explosives (Gunpowder*))), Electricity
(Metallurgy)), Electronics)
Computers
opens: Plastics (w/Refining)
MORE CIVILIZATION HINTS
===========================================================
175 Tips, Hints, and Tools for Ruling Your Civilization
or The Official Guide to Sid Meier's Civilization (PREVIEW)
===============================================================
This is only one section from the book THE OFFICIAL GUIDE TO SID MEIER'S
CIVILIZATION. Contained here are 175 Tips, Hints, and Tools (?) for
Ruling Your Civilization. The complete book will come soon.
YOUR FIRST MILLENNIUM
1. Put down roots quickly. Your first city doesn't have to have the
world's greatest location: Better to get it up and running, pumping
out new units and improvements, than to lose valuable time.
2. Pursue writing before other cultural advances. No matter where you
start - island or continent - the development of writing lays the
groundwork for enhancing and expanding an exuberant intellectual
culture composed of libraries, universities, and intellectual Wonders
of the World which will serve your long-term goals on more levels than
any other development in the game.
3. Decide as quikly as you can what type of game you are going to play.
If you are going to pursue world conquest, for example, you should
begin building your armies and assembling your resources before the
first millennium ends. If you're going to play a game of peaceful
expansion and consolidation, you should shore up your homeland's
defenses against those enemies less benevolent than yourself.
4. Multiply, multiply, multiply! The race in Civilization often goes to
the most fecund. By the end of your first millennia you should have at
least three cities functioning and growing, with more on the way.
5. Because reproduction and creation of new cities is so important, don't
spend valuable settler time developing every square around a city. You
can create additional settlers to do
that later. Do enough development to get the city on sound economic
footing, then move on to start another community.
6. Place defensive perimeters around your emerging civilization. Expand
those perimeters as your civilization grows.
7. Build roads as you can afford the commitment of settlers. Not only
do the roads increase your productivity, they also lay the groundwork
- roadwork, as it were - for the rapid movement of forces should you
be invaded.
8. Put one city to work building a Wonder of the World as early as
possible. The addition of wonders does much to boost your score, yet
if you wait too long to create them, they may be acquired by other
civilizations.
9. Develop pottery by all means. You must have granaries if you are to
hold any hope at all of increasing your population and growing your
cities.
10. Be prepared to shift strategies: The road to failure is paved,
sometimes, with peaceful intentions, and not every would-be conquerer
can actually manage to conquer. Play with the flow of the game, not
against it.
11. Alternate your cities' labor force between agriculture and resource
development until the population is large enough to attend to both.
Agriculture results in increased population; resource production
boosts your treasury.
YOUR FIRST CITY
1. Generally speaking, you should build two militia units and fortify
them immediately, then two more for exploration, before building
additional settlers, military units, or city imporvements. (If it
quickly becomes clear that your civilization is located on an
island, perhaps a single explorer is sufficent.)
2. Do not put off the construction of your barracks improvement. Only
with the establishment of a barracks can you produce veteran military
units that are strong enough to face the test of combat.
3. Don't forget to upgrade your defensive units once the barracks is
completed. Units such as militia that were created before the barracks
can then be moved to outlying areas or disbanded.
4. Should the spiritual side of civilization become available to you, put
a temple in your first city. Establish the people's happiness early
on, and it's easier to maintain it as the game grows more complex.
5. If your civilization is surrounded by other, stronger ones, build city
walls. Although expensive in construction and maintenance, the walls
amplify your defense force's ability to withstand attack, perhaps
buying you enough time to prepare a militray response or seek a
treaty.
6. Develop at least two agricultural and one resource square before
moving too far from your first city. These squares will give the
city time to feed itself and generate enough income to grow during the
early phases of the game.
7. Study the loal terrain. If you've put down roots too quickly, and find
yourself in a less-than-ideal spot for long-term growth, don't be
afraid to move your capitol to a more fertile site once one becomes
available. (Don't move too quickly, though: Make sure the new city is
well established, defended, and growing before relocating your
government there.)
8. As your first city grows - or fails to - adjust the worker allocation.
If the city is wellfed and prosperous from the beggining, you might
want to create a scientist to boost the city's intellectual
production, hastening your advances.
9. Concentrate on population at least two turns out of three: Your goal
is to have a civilization-wide population of more than a million by
the year 1 A.D.
10. Build a marketplace as soon as that improvement becomes available.
Better yet, buy the improvement. The increase in revenue will repay
the expenditure very quickly.
YOUR FIRST ENCOUNTER WITH OTHERS
1. Always accept the first treaty offer upon initial contact with another
civilization: It costs you nothing, and gives you time to gather your
resources, marshal your forces, and prepare a more considered, and
perhaps antagonistic, relationship with the other civilization.
2. The treaty established, use your militia to hold enemy expansion
in check, positioning your units carefully, and fortifying them
against enemy sneak attack. Use militia because they are easily and
quickly produced, freeing your cities to concentrate the bulk of their
productive time on more important units, city improvements, Wonders of
the World, or civilization advances.
3. Have some backup for your border guards, especially if your guards are
militia or diplomats, whose defensive factors are low. Stronger
offensive units in reserve close to the border, or able to reach the
border quickly, can make the difference between a successful enemy
invasion and one that's turned back.
4. Once you've established a treaty with a neighboring tribe, get some
diplomats into enemy territory as quickly as you can. During the
treaty's tenure, your diplomats - and caravans, if you can produce
them - enjoy essentially unlimited freedom of movement through
enemy territory. This gives you the
chance to obtain a good portrait of the interior of your neighbor,
learning whether he is strongr or weaker than you.
5. If you encounter an enemy at sea, try to follow his vessels back to
their homeland, particularly if both of you are in triremes. The enemy
may already have mapped the shortest paths between landmasses, saving
you valuable exploration time.
6. Send caravans into enemy territory even if you plan ultimately to
wipe the enemy from the face of the planet. Earn income while you
can!
7. Use your ships to blockade - or observe - enemy ports. If you're
playing for world domination, you'll want to contain the enemy to a
single landmass. If taking a more peaceful approach, the presence of
your ships will allow you to "shadow" the other civilization's
vessels, giving you a good and useful picture of their expansions.
8. Look for natural barriers to enemy expansion - an isthmus, a large
lake - and place defensive units in the only available paths.
9. Use your settlers to build forts at strategic points along the border
with the enemy, then garrison the fort with defensive units.
10. If you can afford the allocation of units, place diplomats on
fortification or sentry duty at various spots within the enemy
civilization. They'll keep you posted of enemy troop and settler
movement.
SECOND CITY
1. Build your second city in the most ideal location you can find, making
up for the haste with which your first city was created.
2. Put your second city's citizens to work immediately on the constuction
of a barracks and a granary. Defensive forces should accompany the
settler unit from the first city. Move them inside the new city,
reassign them to it, and fortify them. Your new city is instantly
defended.
3. Send settlers from your first city to develop the land around the
second while it is busy producing the imporvements it needs.
4. If you have the funds, buy the second city's initial improvements.
5. At least one of your first two cities should be a port.
6. Build a road between your first two cities as quickly as possible.
7. If the enemy lies to the west, consider locating your second city to
the east, minimizing the chance it will be attacked.
8. Just as with your first city, establish a defensive perimeter around
your second to stave off barbarians and unwanted neighbors.
9. With your first city concentrating its production on units, you might
want to use the second for Wonders of the World, for educational
institutions. Or vice versa.
10. use the unit production of your second city to generate defensive
forces for your third, and so on.
TREATIES AND TRIBUTES
1. Don't be afraid to reject entreaties from other civilizations. They
may take your "insolence" as an insult and embark on a war, but they
may also respect your independence and offer a treaty.
2. Get to know your neighbors: Some of them can be trusted to honor their
treaties, while others may stay friendly for no
more than a turn or two. The computer leaders built into the game have
distinctive personalities; it will behoove you to be observant as your
civilization and theirs become acquainted.
3. Generally speaking: Don't trust Mao, Stalin, Hammurabi, or Genghis
Khan. And be wary of everyone else!
4. Occasionally you'll be asked to join another civilization in an
alliance aimed at yet another civilization. Weigh your response
carefully. It may be that you can strike a more advantageous alliance
elsewhere.
5. Think twice beefore paying tribute. Civilizations that demand payment
for peace are unlikely to leave you alone for long. Pay only when you
have no other choice.
6. Technology exchanges can be tricky. Your best bet is to exchange
technology only with civilizations more advanced yet weaker than
yours. Giving advances to strong, warmongering neighbors is foolish.
7. Meet with other civilization leaders at least every third time they
request a conference. It's time-consuming, but otherwise your
avoidance is interpreted as a rebuff, and will lead to war.
8. Even possession of the United Nations Wonder of the World can't
completely protect you from treaty violations, especially late in the
game. If playing peacefully, initiate negotiations immediately after
the sneak attack; the enemy will offer a treaty. (This, too, will
likely be broken again before the war ends.) If playing a warlike
game, use the time bought by the United Nations to build and
position overwhelming military force of your own; then use it to
crush the enemy.
9. Pay attention when an enemy's words are backed by nuclear weapons.
Some of your enemies aren't afraid to use the Bomb, use it without
warning, and use it more than once. Even if your able to eventually
make peace with them, the pollution unleashed may ruin your score.
Your best bet is to wipe out nuclear-powered enemies - if you can.
10. Weave together networks of alliances against strong enemies,
especially early in a game of conquest. By building a league of
weaker nations against stronger ones, you may be able to cut down on
the time required for world conquest, boosting your score.
FINANCIAL TOOLS
1. A city without a marketplace is financially and socially crippled. At
higher levels, the same is true of a city without a bank.
2. Visit each of your city screens every few turns - or more often, if
you're really serious about winning the economic side of the game -
and experiment with your population's labor allocations. Some
exploitable squares are more productive and valuable than others, yet
may not be producing for your city. Move your people around and boost
your income.
3. If you're planning to sell a city improvement - a step that should be
taken in only the most dire of economic cicrcumstances - do so
quickly, before the improvement is rendered obsolete by technological
or social advance. Obsolete improvements can't be sold.
4. Produce plenty of caravans, bearing in mind that each city can support
only three trade routes. Send out caravans from every city.
5. The game defaults to the three most valuable trade routes, but you
can waste a lot of time and energy on routes of lesser value that
will later be superseded. Send your caravans to the most distant and
largest foreign cities you can find: These generate the largest
amounts of income.
6. The one time you should consider selling city improvements is just
before they become obsolete. The develop of gunpowder, for example,
renders barracks improvements obsolete. Since you'll have to replace
your barracks anyway, why not earn some money from the old ones?
7. Another good opportunity to sell off improvements occurs when you
hold an absolute upper hand. Possession of the United Nations Wonder
of the World is a good example. Since your enemies must offer to make
peace with you, you may not need items such as city walls,
particularly those located far away from enemy borders. Sell off the
city walls, earn a fair piece of change, and relieve your cities of
the burden of supporting those walls each turn.
8. As you locate new civilizations with new, large cities, dispatch
caravans to establish trading routes. These may be more valuable than
routes already in existence.
9. Give your citizens plenty of luxuries. This helps them appreciate
your wisdom, often resulting in "We Love The King" days, which earn
you generous bonuses.
10. In the latter days of the game, when some of your cities may be
capable of producing vast engineering works in just a few turns, try
building these works, then selling them as soon as they're completed.
It's impractical advice for the real world, but can generate lots of
cash in the game.
11. Monitor the amount your civilization costs in maintenance each turn,
indexing that amount to your cash flow. If your treasury has grown
fat, don't be afraid to spend, spend, spend for improvements or
Wonders. Just keep enough cash in your treasury reserves to cover
half a dozen lean turns or so.
12. If you really have a healthy treasury that can cover a few turns'
loss of income, try this: Convert everything to luxury income
for your citizens. They'll reward you with points beyond your wildest
dreams.
13. Use caravans to help build Wonders. When a caravan arrives in a city
building a Wonder, you have the option of assigning it's value to the
completion of the Wonder. If you can build enough caravans quickly,
this can hasten completion of the Wonder.
14. As your income rises, adjust your taxation level. Boost your
science allocations, leaving enough in tax revenue to cover the cost
of maintenance with minimal growth each turn.
15. For cities with more than enough food, turn some of those farmers
into taxmen. Your treasury will appreciate it.
16. Build rail lines through all developable areas available to a city.
Productivity will be increased by half.
17. Trade routes among the cities of your own civilizationm, no matter
how far apart they're located, are raely worthwhile.
18. Invest in factories and manufacturing plants as you are able to build
them, but create pollution-control corps of engineers (settler units)
to deal with their effluent. You'll need two
settler units per highly industrialized city to keep pollution under
control.
19. Approaching the space race? Build the largest cash reserves you can -
only global warfare is more expensive than getting into space.
MILITARY UNITS
1. Don't produce too many military units without a barracks. Veteran
units are, essentially, the only ones really worth producing.
2. Develop mathematics as early as you can. This permits the creeation
of catapults, the first real "artillery." Only by amplifying your
abilities through the use of technology - catapults, gunpowdr,
flight - can you enjoy an offensive edge.
3. Early in the game, use cavalry and chariots to "blitzkrieg" your way
through enemy homelands. Slower-moving units such as catapults can
be brought up later.
4. Upgrade your barracks the moment they become obslete, especially if
you are at war. Use your treasury to purchase new barracks in those
cities closest to the front or at the greatest risk of being overrun.
5. Consider fortifying strong defensive units around enemy cities rather
than laying direct assault to those cities, especially if the city
possessed defensive walls or a large number of fortified units. Seal
off the city and starve it slowly with phalanx-level units if
possible.
6. Build plenty of seagoing units. Naval power cannot be under-estimated
in the world of Civilization.
7. Consider keeping a strong naval unit on sentry duty inside your own
harbors, especially if the war is going poorly. These units can spring
to life from withing the city, attacking enemy vessels which mightt
bombard your port.
8. Use the "go-to" function to place units n patrol, covering large
amounts of territory or sea with minimum input from you.
9. Disband military units no longer needed or of unlikely value to your
civilization. Don't forget to disband older defensive units in cities
being garrisoned by more advanced units.
10. Keep a strong offensive unit on sentry duty - not fortified - along
with your fortified defensive units in each city. The offensive unit
will "awaken" at the approach of the enemy, and can attack in some
cases before the enemy assault begins.
11. Cities susceptible to frequent attack by barbarians might need more
than one offensive sentry either inside or close to the city. You
need to kill the barbarians before they can pillage your developed
countryside.
12. Never stack military units in an open terrain. They are far too
vulnerable to being destroyed at a single blow, sometimes by a
less-powerful enemy.
13. Blockade harbors with city walls; bombard thcse without them.
14. Especially in the age of transports, when a single vessel can carry
eight units, escort your shipping with cruisers or battleships. Your
advanced military vessels "see" farther than other units, and can
alert you to the presence of enemy warcraft lying in wait for your
convoy.
15. An aircraft carrier bearing bombers and fighters makes another good
screening device for convoys.
16. Because of their extremely long range, nuclear missles are among the
best advance observers. Launch them from strategically located cities,
or from aircraft carriers, and use them to explore and observe. Just
be sure you leave sufficent moves for the missle to return to a
friendly city or carrier.
17. And be careful if you use nuclear missles in the manner described
immediately above. One slip of your typing finger, and instead of
surveillance your missle could unleash holocaust.
18. If your information reveals that an intransigently warlike enemy has
developed nuclear weapons, launch a crash SDI building program. Only
SDI can save your cities from nuclear attack.
YOU CAN'T RUN A CIVILIZATION ON AN EMPTY STOMACH
1. A city without a granary grows slowly at best.
2. Your granary holds several turns' worth of food. If your granary is
filled to bursting, shift your citizens to mineral resource work
or convert them to specialists for a few turns, living off your
surplus agriculture products. Just don't forget to return them to
the fields before famine strikes.
3. If you're having trouble getting a city's population to grow, shift
all of the citizens to the fields. You may lose a little economic
revenue, but before long your granary should begin to fill, and you
can readjust the assignments of a larger, better-fed labor force.
4. Look for the most efficent routes to follow if bringing irrigation to
your city's enviorns. Don't build more elaborate irrigation channels
than necessary.
5. Clear pollution from agricultural squares before otther squares.
6. Replace granaries immediately should they be destroyed. Granaries
should be replaced before any other structure.
7. When creating specialists, look at your granary supply. If it's
full, take an agricultural square out of production. If you're
short on food, remove a mineral or other resource square from the
work force.
8. When laying extended siege, pillage or occupy enemy agricultural
squares, cutting off the city's food supply.
9. Take advantage of seafood: Those fish symbols in oceans and lakes
contribute mightily to cities located near them.
10. Irrigate oases when you have the chance.
11. If your granary is well stocked with foood, onsider onvrting one or
more agriultural squares into forests. Just keep an eye on food
levels after you do so.
WONDERS OF THE WORLD
1. The most valuable Wonder of the World of the ancient world is the
Great Library, especially if playing against a large number of enemy
civilizations. You can't beat the boost in knowledge you get when
two of those other civilizations make the same advance.
2. The most valuable Wonder of the World of the Middle Ages is Johann
Sebastian Bah's Cathedral, especially if you're ruling a republic.
You can't beat it for generating quite a few "We Love The King"
days, with their concomitant increase in population.
3. The most valuable Wonder of the World of the modern world is the
Apollo Program, if you're playing a space race game: Only with
Apollo can you begin building your starship.
4. If playing a game of world conquest, the most valuable latter-day
Wonder may well be, ironically enough, the United Nations. Because
this Wonder forces enemy civilizations to capitulate to you, you
can marshal your fores almost at
leisure, gatthering them at critical spots before launching all-out
attacks.
5. Be warned: Violating one treaty when you possess the United Nations
Wonder seems to violate all of them. When you're ready to make war,
make war on all fronts at once.
6. As soon as you have three cities, put one of them - probably your
capitol - to work building a Wonder. The other cities can produce
military and settler units, if need be, that can be transfered to the
capitol to shore up its defenses or further develop the terrain around
the city.
7. Use diplomats to seek out Wonder production in the cities of other
civilizations. Then either sabotage that production or target those
cities for capture, and the addition of their Wonders to your empire.
8. If pursuing a peaceful strategy - trying to win through diplomacy,
financial strength, and expansion to the stars, focus your attention
on those Wonders of the World that force your enemies to sue for
peace: The Great Wall and the United Nations.
9. If playing a "peacful" game, build as many Wonders of the World as
possible, concentrating on those that boost your citizens' happiness.
Your score will benefit greatly.
10. When playing a peaceful game and concentrating on building Wonders,
don't forget that they must be defended. Put plenty of strong units
in and around cities holding Wonders of the World.
11. Some Wonders of the Wrold serve all the world: The Apollo Program is
a good example. Use your diplomats to discover whether other
civilizations are further along toward completing global Wonders of
the World than you. If so, devote your resources to creating something
exclusive to your civilization.
HAIL, CONQUEROR
1. He who conquers the world fastest conquers the world best: If playing
for global domination, every turn is vital. You can't stop to smell
the roses if you want the world at your feet.
2. Strike the strongest civilizations first, with as much military might
as you an muster. Use your diplomat skills to keep weaker nations
weak, for easy destruction after the "big guys" are gone.
3. Coordinate, coordinate, coordinate! Establish a treaty with a
civilization you plan to destroy. Flood the civilization with
diplomats even as you mass your assault forces along its borders.
When you hit, hit all at once, using diplomats for subversion and
sabotage before invading with ground forces. Break the enemy's back
during the first twrn of the war.
4. If necessary, sell off improvements in your heartland to finance the
final stages of a war on the frontier. Use the funds to subvert enemy
cities first, to bribe enemy units second.
THE UNFRIENDLY SKIES
1. As soon as you develop aircraft capabilities, begin cranking out
fighters and, later, bombers. Don't wait a single turn: You can't have
too large an air force, particularly in heated games of global combat.
2. Try to garrison a couple of fighters in every city - not just those
near the front. Fighters can respond quickly to enemy threats, saving
you from the dangers of surprise attack, or invasion from an
unexpected direction.
3. Your fighters can attack - and keep on attacking. This makes them
especially valuable when you're facing waves of enemy units. Go for
stacked units first, of for transport raft that might be carrying
several units.
4. If your resources are running low, don't station your fighters or
bombers too close to the front - in harbors, for example. They are too
vulnerable there to enemy bombardment. Base them a few squares back
in a city or on board a carrier. Then, when enemy ships or bombers
appear, you can fly out to engage them.
5. Bombers have as much strategic value in Civilization as they do in
the real world. A squadron of bombers can turn the tide of war, even
against overwhelming odds.
6. If you're planning to make war on a civilization with whom you enjoy
treaty status, take advantage of the peace and get your air force
in position to attack. Try to target three bombers for each city
you're planning to hit, more if you can afford it. Attack stacked
units in the open first.
7. Don't overlook the surveillance capabilities of your aircraft,
particularly the bombers. Their long range makes them perfect for
exploring the interior of enemy continents and islands.
8. Carrier power is ideal for isolating and containing an enemy island.
Position a couple of carriers at either end of the island, support
them with cruisers to guard against enemy ships, and use their
to patrol the enemy coastline.
9. Remember the lessons of Desert Storm: Once you've launched an air
war, don't let up.
10. Desert Storm Lesson Two: Once the air war has taken its toll, be sure
you have plenty of fast, mobile ground forces in position to mop up.
11. Desert Storm Lesson Three: In this Civilization, you don't have to
stop. If your air power has made it possible for you to roll all the
way over the enemy, do so, assuming that suits your overall
strategic plan.
AND ALL THE SHIPS AT SEA ...
1. Never send a loaded tireme out into uncharted waters. It's one thing
to risk a ship to loss at sea, quite another to risk valuable units.
Chart your course before moving cargo.
2. Early on, designate one or two coastal towns as major shipyards.
Manipulate their population and resources so as to be able to
produce ships at a rapid rate. (You should have another seaport within
easy sailing distance, to which newly constructed ships can be
reassigned in order relieve the shipyard of the burden of support.)
3. Build fleets in the major oceans and gulfs, along with seaports to
support and load them. Cut down on the necessity for moving ships
all over the globe.
4. As soon as you can build cruisers, battleships, and submarines, do
so - their extended range of view is invaluable for spoting enemy
craft, and equally invaluable for opening up any remaining hidden
areas of the sea.
5. Use your advanced naval craft to patrol the coastlines of unexplored
enemy islands and continents. Advanced ships "see" an adjacent two
squares, which can give you a good picture of another civilization's
coastal defenses.
6. Don't forget naval power during ground assaults. Look for isthmuses
and narrows through which enemy ground transport must move. Position
a battleship or cruiser on either side of the landmass and open fire
on enemy units stranded in your sights between turns.
7. If bombarding a fortified harbor with a value of nine or higher,
bring at least two warships. You'll likely lose one.
8. Transports are worth their weight in gold, not just for mounting
amphibious invasions. Fill your ships with caravans and send them to
all the corners of your world. A successful
leader is one whose merchant fleet is as large as his navy. And your
merchant fleet may be even busier.
9. Plot your invasion routes so the transport vessels reach landfall on
the first move of their turn. That lets you move the ships after
debarking some of their forces, spreading your troops across the
broadest possible front.
10. Submarines make terrific blockade vessels, but their limited movement
capability all but requires that you kepp some fast, long-ranged
cruisers nearby to take their place shoul they be sunk.
11. Be careful, early in the game, about building ships before the
immediate area around the harbor is fully explored. You might wind
up with a landlocked tireme stuck in a lake with nowhere to go!
GETTING AROUND
1. Use the Go-to key only occasionally. While it takes some of the burden
of issuing orders from you, it rarely moves your units along the most
effecient routes, nor does it take full advantage of the movement
benefits offered by rail transportation.
2. Pressing H will return your bombers and fighters to the nearest
friendly city or carrier, if the aircraft possess sifficent movement
points.
3. Moving through a city costs movement points. Build railways around
cities as well as up to them, letting you conserve movement points
for your units.
4. When engaged in a continental war, continue driving rail lines to the
front. It's worth commiting extra settler units to this task,
especially if you're conquering enemy territory at a good clip.
5. Study the world map as it's revealed. Its layout can give you good
guidance in the placement of cities proximate to advantageous sea
routes.
6. Look fro rail lines along the coasts on newly discovered continents
or islands, or enemy continents or islands you're revisting. Debark
your diplomats and caravans on squares with railroad track and they'll
be able to move farther when the next turn arrives.
7. Centralize your embarkation points for units bound overseas. The
central locations need not be a city. Run a rail line to a remote area
near an advantageous shipping lane. Send the units you wish to move
overseas to that point first, picking them up with your cargo vessel.
Of course, you'll eventually want to put a city there, and probably
should do so sooner than later. It's also smart to protect such remote
loading zones with a ship or two, to prevent enemy craft from sneaking
in and opening fire on your sentried units.
8. Build cities on remote islands to serve as island-hopping airbases.
These need to be the most viable islands for long-term development,
but should be well fortified against enemy assault. Islands lying
just off enemy coastlines make the most valuable airbases of all.
9. Pillage enemy inter-city roads and rail lines if possible during
wartime. Cutting their lines of transport gives you the chance to
catch enemy units in the open, unable to move.
10. If forced into a long retreat, pick a spot at which to cut your own
transportation lines. Doing so in the right place can help you
establish a "killing field" where the enemy units will be halted and
vulnerable to your fire.
DIPLOMACY
1. The diplomat is arguably the most valuable unit in the game; certainly
it's the most flexible. Produce plebty of diplomats and send them
throughout teh world.
2. Don't overlook the value of the diplomat as a "place-holder." On
sentry or fortification duty, your diplomat will alert you to the
presence of enemy forces. The advantage is that the diplomat can
attempt to bribe teh forces over to your side, if you have the money.
3. Stealing technology is an and violates any treaties in existence
between you and your target. If you have several diplomats traveling
inside enemy territory, make sure all are in a position to make their
move during the same turn. Otherwise you run the risk of losing them
to enemy retaliation.
4. If a city looks vulnerable to subversion, try it. Weaker cities can
generally be subverted for less money than wealthier ones.
5. Try to get two or three diplomats in position around each of the
enemy's major cities just before you invade. Use the diplomats one
after another to sabotage enemy production and destroy enemy
improvements.
6. Don't use diplomats to uncover serendipity squares. They are too
easily wiped out by barbarians.
ENERGY
1. In terms of long-term scoring, the best energy sources are those that
pollute the least.
2. The game, or its designers, has a built-in bias against nuclear
fission: Be wary of building nuclear plants until you'vre developed
fusion. At the very least, build nuclear plants only in the most
socially stable of cities.
3. Build Hoover Dam. This Wonder of the World provides clean power to
your whole continent - and the game defines continent liberally.
RULING
1. Better to rule in Hell than serve in Heaven: You may not be able to be
as nice as you want while you play the game.
2. If you're going to war, do so as a despot of a monarch. Otherwise, the
war carries too high a social cost.
3. Alternate your form of government often, depending on your short-term
goals.
4. Go for "We Love The King" days, earned by giving your people the
"good life" of luxuries. You'll end up with more people.
5. Try a strategy that focuses your attention and production on cures for
cancer, women's sufferage, and other social benefits. You might be
surprised at the effect this has on your people's willingness to
support your choices.
SPACE TRAVEL
1. If playing to win by reaching Alpha Centauri first, commit everything
you have to the space race once it begins. Spend the time waiting for
that beginning by building up your perimeter defenses against
attack. Once you've undertaken to build a starship, you'll need the
productive output of every city you can spare, and you can allow
nothing to interefer with that production.
2. Since starship modules take longer to build, start them first. Have
at least three cities of roughly equivalent size working on module
production.
3. Starship structural pieces are the easiest to build, yet are the
pieces you'll need in largest quantity. Find a couple of cities that
can crank these pieces out and get them going.
4. The more propulsion units your starship has, the faster it reaches
Alpha Centauri. The more colonists you attempt to deliver to Alpha
Centauri, the more your starships' weight. Try to install two
propulsion units for every complete colonist package - habitation,
life support, and solar power modules - you intend to launch.
5. Guard your capitol! Losing it brings your interstellar program to a
crashing close.
6. Watch the clock. You must reach the Alpha Centauri system before your
reign expires, or all your work is for naught.
7. Watch the other civilizations' starship development. If they launch
before you do, you may want to make a mad dash for their capitol in
hopes of capturing it before their starship reaches its destination.
8. Consider selling off some improvements in order to buy more colonists
and life-support modules. The more colonists you deliver to Alpha
Centauri, the higher your score.
9. Once your starship is launched, convert all starship-related
production to other ends. After launch, no further starship production
can take place unless your craft is lost or recalled by the loss of
your capitol. Shift your resources and production to items likely to
boost your overall score. Remember, after launch, the game is counting
its way down to the finish line.
10. Don't launch unless your arrival time is less than 20 years. If it's
more than that, add more fuel and propulsion units.
11. Not tired yet? Take a deep breath, reboot and restart Sid Meier's
Civilization, and begin again, pretending that now
your settlers are taming an unknown world, in orbit around Alpha
Centauri.
TWO GREAT UNDOCUMENTED FEATURES
1. Tired of facing the same old enemies? Press Alt-R to randomize the
personalities of the leaders of other civilizations.
2. In the earliest copies of teh game, pressing Shift-1234567890t lets
you get a complete world map, see into enemy cities, and generally
peek behind the scenes. This "feature" was discontinued after the
first release, but it's worth a try just in case.
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By Baser Evil
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