EVERYTHING YOU EVER WANTED TO KNOW ABOUT CIVILIZATION BUT WERE AFRAID TO ASK INTRODUCTION 3 A CIVILIZATION OVERVIEW FOR THE NEW PLAYER 4 CIVILIZATION IN ITS SIMPLEST TERMS: 4 A ROAD MAP TO VICTORY: 5 THE BENCHMARK OF PROGRESS 6 MARS OR THE STARS? 6 TRY BEFORE YOU FLY: 7 SUMMARY OF PRECEPTS 8 CIVILIZATION STRATEGIES 9 MAXIMIZING TRADE 9 MONEY MATTERS 10 SCIENTIFIC RESEARCH 11 HAPPINESS AND CIVIL DISORDER 11 VARIANT STRATEGIES 12 THE MONGOL STRATEGY: AN ALTERNATIVE APPROACH TO WORLD CONQUEST 12 SELL THE PALACE 13 CIVILIZATION TRICKS 15 NEW BRAINS FOR OLD LEADERS 15 SWAPPING PRODUCTION 15 REVERSING COMBAT RESULTS 16 SPEEDY SETTLERS 16 SUPER SPEEDY SETTLERS 16 SETTLER MOVEMENT REFRESH 17 MOBILE UNIT REFRESH 17 BOMBERS FOREVER! 18 OCEAN BRIDGES 18 GLOBAL WARMING 19 CIVILIZATION CHEATS 21 DEBUG MODE 21 UNLIMITED MONEY 21 HEX-ING OPPONENTS 21 COMPUTER CHEATS 24 KNOWN CHEATS 24 COMPUTER CHEAT RUMORS 24 CIVILIZATION BUGS 26 ADVISOR BUG 26 POPULATION BUG 26 TOO MANY UNITS 26 POLLUTION BUG 27 NEVER-ENDING GAME 27 NEVER-ENDING GAME PART II 27 THE PHANTOM REVOLT 28 RUBBER INTERNATIONAL DATELINE 28 BOMBER BUG 28 FORGETFUL TRANSPORTS 28 REVISION HISTORY 30 VERSION 1 30 VERSION 2 32 VERSION 3 32 VERSION 4 33 VERSION 5 33 SUPPLEMENTARY MATERIAL 34 ROME ON 640K A DAY 34 CIVEDX 34 CONTRIBUTORS 35 INTRODUCTION Welcome to the Civilization FAQ (Frequently Asked Questions). I decided to compile this document after answering many, many questions players had about Sid Mier's Civilization. I also noticed that even experienced players (myself included) did not know the same tricks and tips! I put out a call to other great players of Civilization and began to compile what you're reading now. Hopefully it will answer most of the questions you may have about Civilization and give you some ideas to improve your play. Civilization by Sid Mier is a computer game that takes you from the dim early age of history up past our era to colonization of Alpha Centauri. You do this by macro and micro-managing your civilization and cities. (For a more detailed overview, please see the following excellent primer by Redmond Simonsen.) There is a board game of the same name by Avalon Hill, and although an ad for it is included in the computer Civilization, and it has been said that Sid and the design team played Civilization, and there are certain similarities; I have not been able to pin down a "Yes, that's what we based it on." from MicroProse. The board game is much more limited in scope. It only encompasses the time between 4000 and 250 BC, and is limited to an area between the Middle East, the north coast of Africa, the eastern part of France, and the southern to mid parts of Europe. Also, although combat is possible (and does happen) the game is really won or lost in trade. You collect tradables and trade with other players trying to get the advantage. Some treachery and deceit is possible and even necessary to win. I highly recommend it if you have 5-8 friends to scrape together (and won't hold grudges longer than a day or so). When the computer game Civilization came out, I said "I must have this!" and bought it. I was surprised to find it so different. However, it soon had me in it's grips. (If you've played it, you'll most likely be familiar with the feeling of looking up and seeing it's already 3 am on Tuesday, and saying " I can live with 2 hours of sleep; 1 more turn...") Having played the game since its release (and shelving many other fine games in the mean time) I can see Civilization's long lasting appeal. I hope therefore that if you don't play it, you be warned of its appeal, and if you do play it, the wisdom collected within will allow you to smite the "Damn Russians" a little faster. Erik Johnson October 6, 1993 A CIVILIZATION OVERVIEW FOR THE NEW PLAYER by Redmond A. Simonsen At first glance, Civilization seems so simple, one is tempted to just jump right in without a thought and play almost without reading the documentation. While this can be done, much motion and time will be wasted chasing down blind alleys and perhaps relying overmuch on the game's built in "advisors" (the advice from whom is rather suspect in quality). So, new players may find it useful to keep in mind the following background information and suggested operational principles. CIVILIZATION IN ITS SIMPLEST TERMS: At its heart, Civilization is tool-creating and territory- acquiring pseudo-simulation. The player uses the economy he builds (via city-creation and growth) to produce mobile units to acquire new technology and territory and to found new cities. Arrayed against him are a varying number of computer-driven opponents who are engaged in basically the same pursuit. The player wins the game either by eliminating all opponents via military conquest or by being the first civilization to land a spaceship on a planet circling Alpha Centauri. The magnitude of one's victory is dependent mostly upon the speed of conquest or size and grandeur of one's civilization upon reaching the stars. Each Civilization city exists as an almost totally independent entity --a city-state amongst fellow city states. Only the treasury and total research points generated (a by-product of trade) are shared amongst the player's cities. Food, resources, and other economic inputs and outputs are specific to the creating/using city. Military units are mobile and may be used collectively but they are dependent to some extent on their base city. The central economic INPUT for a city is TRADE. Trade is indicated on the city manager screen by the little gold back- and-forth arrows. Each back-and-forth arrow set indicates one Trade Point generated by that city. If the arrows are blackened, that indicates that potential trade is lost to the city via "corruption." Trade is generated by some types of city squares and by established "trade routes" with other cities by driving a Caravan (camel) unit to them. Essentially, the more net trade points a city is generating, the better off it will be and the better off the player's economy will be. Trade can be considered an economic input that generates a mix of three economic OUTPUTS: luxuries, science, and tax revenue. The exact mix of outputs is controlled by the player as he changes the luxuries or tax settings via the game menus. The optimum mix of outputs varies as the game progresses and the player must be attentive to the effects of the settings as his nation changes. Although it is important that one's cities be capable of healthy amounts of production (the little shield symbols), one should never generally emphasize raw production output in preference to the trade potential of a given city site. The new player may neglect trade in favor of production inasmuch as the benefits of production are immediate and obvious (those new military units roll out nice and quickly). To do so consistently is to lose the game consistently. If production will first serve trade, then trade will ultimately serve production. A ROAD MAP TO VICTORY: Civilization is a game that rewards aggression and territoriality. For all its window dressing of peace treaties and anti-militarism, the game is basically a wargame with a prominent economic basis. The economy serves the engine of war and territorial growth. If the player is to have the necessary large and rich cities required for victory, he must control territory to the exclusion of competing computer players --even if those computer players are nominally peaceful. There is really only one way to control territory in the game: military force. Although the player may have peace treaties with various computer entities at one time or another, inevitably the computer players will break these treaties and attack the human player without provocation. In order to gain military superiority, one must gain *technological* superiority over the computer players. Without a coherent program, this is not easily done. Especially in the upper difficulty levels of the game, the computer players are afforded growth advantages over the human player. To compensate for these advantages, the human player must, in the early stages of the game, build a central "Science City" within which he concentrates his efforts to generate maximum trade points which output science research points. The Player should aim to have at least three or four established cities before the turn of the first millennium (3000 BC). This is a demanding goal but not impossible. One of these cities is nominated the Science City (usually the second city one builds --the second city choice should be deliberate and carefully calculated to produce maximum trade points when grown to size). In the Science City, the player should strive to build the Colossus Wonder and the Copernicus Observatory Wonder as early as feasible. Additionally, a library, marketplace, university and bank should all be built in this same city. Also, the Science City should be the first of the player's cities to create trade routes. The other cities should build the Caravans for the Science City; bring them to the Science City; and then cause them to originate from the Science City by using the "H" key to change the Caravan unit's home. The Science City should concentrate on building the trade/science enhancing Wonders of the World. The player's early military goal is to clear his own island continent of competing computer-driven civilizations. If the continent one is on is very large, this may not be feasible. At the very least, the player should attempt to secure an easily defensible area capable of supporting about six or more cities without overlap. Smaller island continents can be readily cleared. The computer players do not really play a sophisticated military game --they rely mostly on their production advantages and resultant mass to wear out the human player's forces. Upon creation of the Science City the player should dedicate his efforts to research as much as feasible. Sometimes by happy accident, one acquires cash by means other than taxation. This cash should mostly be used to minimize the necessity for taxation. Until the player develops and installs a Democracy as his government form, he should remain in Despotic government form to minimize overhead. In despotism, one should build only minimal city improvements, if any, to keep tax requirements low and research high. Incidentally, the rule of thumb is to always parlay with other civilization when in Despotism; and never parlay when in Democracy. THE BENCHMARK OF PROGRESS The key technology that the player should work towards is Railroads. While this may seem odd at first glance, the production enhancing power of rail squares is so great that if one achieves Railroads substantially before the computer players, one has the game "in the bag." Concomitant to the Railroad advance should be the achievement of Democracy and the conversion to such. While this will at first be militarily limiting, the player will find that the production advantage afforded by Democracy soon compensates. When one has a decent set of cities and a big Science City operating under a democracy with a substantial rail net, one will find that technology advances are coming at a rate of one every two or three turns. This can mean that the player will be operating carrier borne Bomber groups while the computer players are still limping along with Knights and Sail units. Having such a sharp technological edge will mean the human player can totally dominate the computer players even though the computer players have many built in advantages and cheats (for example, they don't have to spend any resources to build Wonders of the World). After achieving Railroads, the player should soon acquire the Industrialization Advance and start to immediately build factories in his main cities. The first factory to be completed should help complete the other factories by building Caravans and sending them to the other cities to be switched into their production using the Caravan/Wonder swapping technique [see the Civilization Tricks section of this document]. This will rapidly produce a network of cities tied together with rails and roaring with production. This production can be used to overwhelm the computer players. MARS OR THE STARS? The game offers two ways to win: complete military conquest of every enemy city on the planet (the "Mars, God of War" option) or the launching and landing of a starship to Alpha Centauri (the "Stars" option). Each option requires the same sort of strong and extensive economy to be built FIRST. Upon the creation of this economy, the player can take either option with good chance of success. Conquering the world with a democratic government will require the building of various Wonders of the World of the type that increase "happiness" since military adventurism produces unrest in democracies. With a vigorous economy, this is very do-able and the player can launch large foreign campaigns and still compensate for the Unhappy faces in his cities. The Wonders needed are Women's Suffrage, J.S.Bach's Cathedral, and the Cure for Cancer. The units with which to conquer the world are Diplomats, Settlers, Battleships, Armor, Mechanized Infantry, and Bombers. Note that Diplomats can be used aggressively with very good effect --they are not merely agents of diplomacy. They can snoop around the interior of enemy continents; sabotage public works in cities; and (if one has the money to do so) literally bribe whole cities over to the human player's side. Sometimes a walled city that might take the sacrifice of several expensive military units to conquer over many turns of play, can be conquered in a stroke of bribery by a well-heeled little Diplomat. Diplomats can also infiltrate adjacent enemy squares and provide (by their presence) a pathway for following combat units. A player might not think to take along a few Settler units on a military campaign and he would be mistaken to so omit them. Settlers do double duty as Combat Engineers. In fact it would have been better nomenclature to call them "Pioneers" rather than "Settlers" (the term "Pioneers" is used to denote combat engineers in European usage). A crucial road linkage or fort can be built on the spot to facilitate a campaign. When enemy cities are taken, there is often Settler work to be done in building up the adjacent terrain and tying in the newly acquired sites to the national road net. Battleships can sweep the coast lines of enemy continents and empty coastal cities via shore bombardment. If the enemy cities are not walled and the defending units are Phalanxes or less, the bombarding Battleship should have little trouble in emptying such a city of defenders in a single turn of repeated bombardment. Once a coastal city is empty, a transport with one or two ground units can directly land units in the empty city and take it in the same turn. This seaborne blitzkrieg can devastate a computer driven civilization in a matter of a few turns. Bombers can do the same city-emptying work as Battleships but one needs more of them to do so since each Bomber can make only one attack every other turn. Because of their laggardliness, Bombers must be used in masses to be effective on the assault. One should concentrate five or more Bombers against a single city to empty and occupy it with ground forces in one turn. Bombers are very effective against walled cities since they ignore the defensive effect of walls. Given that the player should achieve Advanced Flight before his enemies do, he will have automatic air superiority that will permit all sorts of interesting uses of Bombers as blocking forces, untouchable by the computer players. Armor and Mechanized Infantry have powerful attack strengths but their real advantage lies in the speed with which they can be moved. One should not use them as mere bludgeons. The computer players are inept at true maneuver. An astute human player can pin and drive around computer forces with ease. Armor with Diplomats opening a path can drive through any little gap in the enemy line. The best ground unit for assault usually is attained too late in the game to participate in the action very much -- Artillery. This requires the Robotics Advance, which if the player is "on schedule" in his build-to-conquer program, will be obtained after a lot of the world has already fallen. The Starship game is somewhat less interesting than military conquest although some combination of the two activities is possible (one can conquer the world down to a single remaining enemy city and then go to the stars at a leisurely pace). If the player chooses to literally "race" the computer players to the stars, then he must pour on the technological advances beyond Rails and Industrialization and fight mostly defensive and spoiling actions against the computer players. TRY BEFORE YOU FLY: Documentation and these notes in hand, the best way to learn the game is to play, of course. It is suggested that the player learn at Warlord or Prince level. The game should be saved frequently (to a ram disk for speed) and re-loaded if a disastrous mistake is made. This way the player can rapidly correct his mistakes and see the results of different approaches to the same situation in the same game. Once the player has experienced all the many aspects of the game, he can move up to King and Emperor levels. One should be aware that the computer players have significant production and growth advantages at Emperor level that will be a strain to deal with if not totally adept at the game. The player will know that he has achieved some degree of mastery if he frequently finds himself achieving Railroads before the year 1 AD. Although this may seem incredible progress to the new player, it really is very possible given decent play and average luck. The good thing about Civilization as a game is that it can be played repeatedly without wearing thin. Unlike most computer games, Civilization has "legs" and can provide many hours of enjoyment in many playings. A certain amount of planfulness and patience is required as well as a willingness to experiment and try new strategies and tactics. The player should keep in mind that Civilization has its own internal logic which many times does not line up with one's real-world expectations --for example, few real- world Cathedrals can be converted into Battleships midway in construction. Although it bears a superficial resemblance to a classic "simulation game," Civilization is anything but a simulation. It should be thought of as a rich and elaborate software toy world within which interesting fanciful campaigns can be conducted for imaginary glory. Thus one should always question one's assumptions about what is possible and what is not within the toy-world. Reality does not necessarily apply. The player should examine the behavior of the software objects irrespective of the real- world labels assigned to them by the game. Only then can the player explore all the possibilities and sometimes wacky fun of the game. SUMMARY OF PRECEPTS a.Maximizing trade is central to optimum play. Roads, Rails, and Trade routes should be established. b.Research can be accelerated by concentrating early on building a "Science City" containing the Colossus and Copernicus Wonders. c.Railroads are the key advance to achieve --one should study the advances chart on the inside back cover of the manual. d.Government transition should be from Despotism to Democracy (and no relapse to any other form once Democracy is achieved). e.World conquest can be launched from a base of strong cities with large populations supporting productive factories. Happiness Wonders must be built to insulate the civilization from unrest. f.A space race victory plan has many of the same requirements as world conquest except for a lesser need for "happiness" Wonders. g.Each unit and element in the game should be examined and used on the basis of its actual behavior in the game, not upon its ostensible capabilities and USAGE in the real world. The game is not a simulation, though it superficially resembles one. h.The game should be learned at middle level play difficulty and the same game can be saved and reloaded to study mistakes and alternatives. CIVILIZATION STRATEGIES The following section give tips on how to best manage portions of Civilization. Any winning strategy is actually a blend of elements found below. You must know each facet of Civilization before you can make a judgment of what is the best course of action for you. Some players prefer to win militarily, some prefer to run the space race, some prefer to buy out other civilizations, it's all up to you. MAXIMIZING TRADE The key to a successful civilization is trade. Scientific advancement, population happiness and cash flow are all directly dependent on trade. Indirectly, trade affects military success and city improvement production. Trade generates cash, research and happiness(luxuries). Cash helps you build units and improvements, allows you to bribe enemy units and cities and provides the infrastructure necessary to maintain city improvements. Research allows you to develop better units and improvements. Happiness allows your cities to continue to grow without the adverse effects of rebellion. Without these critical aspects, your civilization will soon fail. Trade is generated from the squares around your city. It is critical that you improve the surrounding terrain to maximize the amount of trade coming in. Further, you should build improvements and wonders that give bonuses to trade. Don't overlook trade routes. They can be a very large addition to your trade. Roads, rivers, gold and gem squares all generate trade. Railroads give a benefit in the trade already coming in. Build roads then railroads on all squares that have grasslands or plains. You can even build railroads on sea squares to give you a very big boost in trade. See the tricks section of this document for details. City improvements that increase trade benefits directly are the Marketplace and Bank The Library and University increase trade indirectly (by increasing light bulbs). See the section on Money Matters for the logic in when to build these improvements. In addition to improvements, certain Wonders or the World (WOWs) help tremendously. In the early stages of the game, the Colossus can be an excellent way to generate a lot of trade in a city. Make sure you build it in the city that has the most potential for trade (i.e. lots of river or sea, roads, gem, or gold squares are a big bonus). The scientific wonders also help to maximize research. These are Copernicus' Observatory and the SETI wonder. Another WOW is sometimes overlooked but can also be very helpful indirectly. The Pyramids allow a civilization to change government types without the bout of anarchy and even if that type of government has not been developed. Therefore, one can switch to Democracy very early and shoot ahead in money and research. Speaking of governments, remember that trade is maximized in Democracy. There is an extra trade unit generated per square, plus there is no corruption -- a big eater of trade. Republics are next best. They also generate the trade bonus, but are subject to corruption. Communism isn't bad, since corruption is flattened out, but you do not get the trade bonus. Monarchy and Despotism are the worst as there is no trade benefit. A quick way to improve trade is with caravans. By establishing trade routes, not only do you get an immediate coin bonus, but a number of trade units extra are generated in the originating city. The extra trade generated increases with distance, being on a different continent, and whether the city is yours or not. The best routes are to distant cities on other continents belonging to other civilizations. MONEY MATTERS Coins are deposited into your treasury based on the amount of trade a city generates and your tax rate. If a city is producing 10 trade units and your taxes are 40%, 4 coins will be generated in that city per turn. Therefore, coin production is directly affected by trade. The best way to produce more coins is to maximize trade. See the Maximizing Trade section for more details. Extra coins can be generated by taking people from working the land and creating taxmen. However, if you remove the population from a trade generating square, you are only breaking even, as you lose the trade for that square. This is really only a quick fix. A sure way to get more coins is to hike your tax rate. Of course, this leaves less trade available for research and luxuries; you will need to determine the best tax rate for your situation. City improvements are a good long-term solution for generating coins. However, there is a logic to when to build these improvements so they are not counter-productive. Pete Philips now explains. To make the math simple, assume you have only one city, it has no structures in it so your taxes are 0%, and you've just discovered currency and are considering building a marketplace to boost the trade by 50%. If the city's earning $1, then a marketplace will still only let it earn $1, since the game doesn't handle cents and won't give you $1.50 per turn. With the maintenance cost of $1, your taxes will have to be 100%, and all research will halt some improvement. If the city's earning $2, then a marketplace will boost it to $3 minus the $1 maintenance equals $2, so you've wasted your time building it. $3+50%=$4-$1=$3 and you still break even. Only when a city's earning $4 will you actually turn a profit from building a marketplace. The same calculation holds true for a library that also costs $1 to maintain. These are the structures that improve the economy and what a city must be earning for them to turn a profit: Marketplace, $4; Library, $4; Bank, $8; University, $8; Courthouse, if losses to corruption are $4 or more; Aqueduct, if building it will allow a city to work additional squares that combined will earn at least $3. It's also important to build the revenue producer (marketplace/bank) before the corresponding research producer (library/university) so that the former will help pay for the latter. --PP Obviously, the Colossus will generate more coins by producing more trade. There is no WOW that directly affects coins produced. If you need to speed build improvements, you can cut your costs by invoice switching. See the Swapping Production section in Civilization Tricks for more details. Coins can also be had by demanding a tribute from other civilizations when negotiating, capturing enemy cities, capturing barbarian leaders and from the little huts if you find mineral deposits. SCIENTIFIC RESEARCH The only sure way to dominate the other civilizations is to out-strip them technologically. Light bulb production (research) is directly affected by your research rate and taken from trade. Therefore trade directly influences scientific advancement. Your research 'budget' is set with the research rate. If you are generating 10 trade, and your research rate is 40% then 4 light bulbs are produced every turn. Light bulb production is enhanced by Einstiens, Libraries, Universities, and several WOWs. Converting workers to Einstiens by taking them from working the land is a quick fix solution. You can really get a jump on research by converting every worker you can to an Einstein, but your cities will suffer serious setbacks due to lack of other resources. Libraries and Universities are a better long-term solution to creating more light bulbs. These solutions do require money, however. See the section on Money Matters for some guides as to when these city improvements become cost effective. Certain WOWs give you a great boost in light bulb production. Early on, the Colossus is excellent to indirectly increase light bulb production through increased trade. Combine this with Copernicus's Observatory and you have a lean mean light bulb machine! Isaac Newton's College, and the CETI Wonder also really help light bulb production, but Isaac Newton's College is fairly short lived to be greatly useful and the CETI Wonder comes when you are almost done with research anyway. Darwin's Voyage is a good wonder to build to get a quick jump in technology, but it may be easier (and faster) to just research the stuff the hard way. If you do build Darwin's Voyage, be sure to turn off your research (or time it just right) since Darwin's Voyage completes whatever you're working on even if there's only one light bulb left until completion. HAPPINESS AND CIVIL DISORDER Maintaining a happy civilization is important. A few poorly timed civil disorders can bring any strategy to a screeching halt. In Democracy (the most productive government of the game) a string of disorders can even collapse your government. Citizen's happiness is directly affected by trade. The more trade, the more resources you have to put into a luxury rate. The luxury rate is an easy way to bring peace throughout the land, as it affects all cities, but there are easier ways to make your people happy than to take away money or research. You can improve the happiness by using the military, entertainers (Elvis or Elvi for multiple), Temples, Coliseums, Cathedrals, or certain WOWs. Under Despotic, Monarchist, and Communist governments, you can park military units in a city and force order in a 'martial law' situation. This isn't great for a number of reasons, but may fit your strategy. First off, the governments where that is usable are not the most efficient in the world. And under anything but Despotism, the units will require an allowance that will take away from your city's production. Also, if you ever want to mobilize those forces, the city will go into civil disorder when they leave. Elvi are another short term solution (but often a very practical interim solution to more long term solutions). The drawback is that you have to take workers off the land and thereby reduce a city's productivity. Sometimes it is all you can do to keep order in a city while building an improvement or WOW. Temples, Coliseums, and Cathedrals all improve happiness directly. Marketplaces and Banks effect happiness indirectly by increasing trade in the city and thereby increasing the luxuries produced. You must have at least some trade going into luxuries before they will help, though. The problem with these improvements is that they tend to be expensive to build and maintain, but are absolutely required for playing effectively at the higher game levels. Some of the best WOWs are happiness related. The Colossus will improve trade and therefore luxuries if you have any allocated. The Hanging Gardens are a good choice as they give you a happy person in every city. The Oracle is an excellent choice, but only if the majority of your cities have Temples. The Pyramids are good and bad indirectly as they allow you to switch between governments easily to increase trade, but the higher forms of government make military actions difficult while maintaining popular support. JS Bach's Cathedral is probably only second best to the Women's Suffrage wonder. It is the modern version of the Hanging Gardens, but it never is canceled out. Women's Suffrage is vital if you want to have any type of military power at the higher forms of government. Shakespeare's Theater is good in problem cities but it get obsolete almost before you can build it. The Cure For Cancer is excellent when combined with JS Bach's Cathedral, but it does come late in the game. VARIANT STRATEGIES THE MONGOL STRATEGY: AN ALTERNATIVE APPROACH TO WORLD CONQUEST The high-tech victory plan discussed in this guide provides, we feel, the most interesting course of play and one which permits the gamer to explore all of the game's features and functions. There is, however, a primitive but effective route to military victory which is often referred to as the "Mongol Strategy" (since it results in a game in which the player's forces behave much as did the historical Mongol Horde. The Mongol Strategy stipulates the following: 1.The player's civilization remains in Despotic Government for the entire game. 2.Many closely spaced (10 or 12 cities, two or three squares apart) cities are built, each of which remain fairly small during the entire game. They should be closely spaced and centered around the capital city (the one with the Palace) to minimize corruption. 3.100% science is pursued until the player has attained the Wheel and Navigation. Thereafter the player may tax heavily or continue to progress scientifically if plunder from conquered cities is sufficient to meet financial needs. 4.The force structure of the expeditionary army is mostly Chariot units, Sailboats, and perhaps some Catapults. 5.Cheap Militia units are built in the home cities to "police" unhappiness (up to three units). 6.No improvements are built other than Temples and a few strategic Barracks to produce Veteran Chariot units. Building Wonders is optional; Colossus and Copernicus in the capital city is still advantageous for the required science but is not required. 7.When cities are conquered, they are looted (and sometimes reduced to zero population if convenient since as the number of cities under the player's control increases, so does the prospect for unhappy citizens.). Local garrisons are built in place and the high-quality Chariot force is permitted to move on to the next target. 8.Enemy civilizations are usually conquered one at a time; the main Chariot army is kept together to maintain mass and momentum (the better to quickly conquer the entire civilization). 9.In world conquest, the only thing that counts towards one's score is how early one completes the game. Speed of advance is therefore paramount. The player should launch his expeditionary force as soon as he has sufficient mass to overrun a typical computer civilization at Emperor level. When two or three sailboats-full of Chariots are ready, with more such production imminent, the campaign can begin. This can be possible fairly early in the game. 10. It is readily possible to complete world conquest (at Emperor level) before 1000 BC. This may seem unlikely to new players but it is indeed attainable. Conquest before 1 AD is even more likely. However, if one "misses the window of opportunity", it will become increasingly difficult for the primitive expeditionary force to prevail against the rapidly growing computer civilizations, particularly as they raise City Walls around their more developed cities. 11. Each time a civilization falls (before 1 AD), the game system will create a brand new civilization of the same color until all possible new identities have been exhausted. These freshly minted civilizations start out with one city and can be hard to locate in the end-game. The player may have to search once again those continents which were empty when first examined. RE-CIVILIZING THE GAME: When the player has conquered all but the last remaining city of the last remaining computer-controlled civilization, he may choose to simply contain that city and switch over to a game of technical progress and economy building, geared towards launching the Starship. The best way to guard the last enemy city is to build one's own city right next to it and garrison it with some strong units. Once the enemy city has been starved down to a small size and most of its surrounding territory has been dominated by the player's units and production squares, then a peace can be arranged and the enemy city will likely never be a source of trouble again. --RS SELL THE PALACE Wouldn't it be nice to start your civilization with three or four settlers instead of one? This gives you an immediate advantage against your neighbor civilizations, and a considerable speed-up of scientific research in the long term. How can it be done? When you convert your first settler into your first city, your civilization gets an important gift: your palace, which makes this city your capital. Let's say this happens at 4000 BC. Set taxes to zero and end your turn. In 3980 BC, only one turn later, your city has produced one or two shields (it would be a rather bad idea to build your first city in a location where it cannot build shields). Now the time has come to SELL YOUR PALACE. This gives you a treasure of $200 immediately (don't ask me who will buy your palace at this prehistoric time). Change production to BARRACKS. Buy the barracks. This will cost you about $76 or $78. Change production once again, still in the same turn, to SETTLERS. End your turn. In 3960 BC, a settler is produced. Normally, when you produce a settler in a size one city, the city disappears. But if you only have one city, the settler is produced and the city is still there, having still a population of one. (It's due to this fact that you can call this strategy a cheat, because I think it was not intended by Sid that you can multiply your settlers this way in the first turns.) Move this settler away from your home city and end your turn. In 3940 BC, your city again has produced one or two shields. Again, change production to barracks, buy the barracks, and change production back to settlers. This gives you another settler in 3920 BC. After that, you either can look for two suitable sites for the two settlers to found new cities, or you can send the settlers away to look for those little huts - if you find $50 in one of the next turns, you can buy even another settler in the same way. If you do this, however, you have to found your next cities rather soon, because your home city cannot feed three settlers for a very long time. How to continue this game: The loss of your palace affects your progress severely, of course. Without the palace, in every city, every trade point but one will be consumed by corruption. This is partially compensated by the greater number of cities you will have. But actually you have to install a democratic government as soon as possible in order to abolish corruption totally. (In my opinion, democracy should be achieved as early as possible anyway, and kept for the rest of the game. But that's another story.) So this is how to continue: BUILD MORE SETTLERS. Don't build any city improvements, don't bother about irrigation or mines, build only very few military units, and FOUND MORE AND MORE CITIES. Keep city population below three in order to avoid unrest. Don't raise taxes and don't produce luxuries. Your goals in scientific research must be first masonry, then trade. As soon as you discover masonry, make one city produce as many shields as possible and let it build the PYRAMIDS. As soon as you discover trade, let your other cities produce some caravans in order to finish the pyramids earlier. When you can see that the pyramids will be completed soon, make all military units return home. When the pyramids are built and all military units are in their home cities, change government to democracy and set off for a knock-out boom of scientific research. There are many means to optimize this strategy or to optimize the scientific output even without selling the palace. It is possible to complete all scientific research before 1 AD. But try it for yourself. Have fun. --KVS CIVILIZATION TRICKS NEW BRAINS FOR OLD LEADERS Many players don't realize that you can scramble the leadership attributes of foreign leaders by pressing ALT+R. This has the effect of randomizing the attributes that are found in the Intelligence Report (i.e.: Civilized, Perfectionist, Expasionistic, etc.). Each attribute determines how aggressive the computer civ acts. The Mongols could turn out to be pussycats after this kind of change. A civ's behavior is still influenced by many other things as well, like your relative power, past actions, etc. Keep in mind that your enemy civs could all get much nastier as well as nicer; it's a double edged sword. It can be fun to do this every 500-1000 years just to keep yourself on your toes and guessing how the other civs will behave. --EJ SWAPPING PRODUCTION Anything being produced by a city can be speed built by paying coins out of your treasury to make up for the shield cost. You can use this to your advantage however, by swapping production. That is, speed build one item, and then switch production to something else. Why would you want to do this? Well, for one thing, military units and city improvements have different costs to speed build. It is more expensive to speed build a military unit than an improvement. Also, you can only use caravans to add shields to Wonder production, but if you switch, you can add their production costs to other things as well. Here's how. Cheaper Military, Settlers, and Wonders Military units cost twice as much to rush as city improvements. If you want to rush a military unit, you should switch to a city improvement of similar shield cost (i.e.: barracks for a phalanx) and rush the city improvement. Before you get out of the city screen, switch production to a phalanx and you have just built a phalanx much cheaper than if you had rushed it without switching. If you want to rush a unit and there is no shields in your production box, you should speed build the cheapest item and them switch production to an improvement and then switch to the unit. This is because that items are four times the normal amount when you rush something and have production started. For example if you want to speed build a battleship, first buy something really cheap (barracks). Then speed build something with equivalent cost of the battleship (cathedral). then switch to the battle ship. It'd be a lot cheaper to wait for a turn and get some shields first, however. Caravans to build improvements If you want to build a city improvement that takes a lot of shields to build, and other cities nearby have production to spare, you can make caravans help you build a city improvement instead of a Wonder. Look at your city build list. Find a Wonder that is close in cost to the improvement you want (i.e.: Pyramids to Palace). Set the city to build that Wonder. Build caravans in other cities and move them into the target city, selecting Help Build Wonder when prompted. Go look at your city display. Your Wonder is closer to being built. Compare the turns until completion to the improvement you really want to have. When they are close (give or take a few turns), switch to the improvement. Don't waste production by completing the Wonder -- most improvements don't require as many shields as Wonders. You can use this method to build long production military units as well, but it's best that the caravan be next to the city right away. Otherwise the unit may be almost done by the time the caravan gets to the city. --EJ REVERSING COMBAT RESULTS Nothing can be more frustrating than having a phalanx shoot down your new squadron of Stealth Bombers. Or having that enemy trireme sink your battleship fleet. There has been much discussion about this kind of combat result, and there is more you can do than rationalize it. Admittedly, although weird things do happen in war, it becomes obvious that the combat in Civilization does not fully take into account the advantages of vastly superior technology. There are a couple of things you can do about it. The easiest thing to do is save the game every turn at the higher levels or during a war and quit and restore if something really stupid happens (like a militia shooting down 2 squadrons of bombers). This is a pain, but can reverse ludicrous combat results. Another thing you can do is to use the CIVEDX Civilization Editor to give exponentially higher combat strengths to the military units. (i.e. armor is four times as powerful than musketeers which are four times as powerful as phalanxes, etc.) This tends to reduce the chances of outrageous results, but does not eliminate them. (See the section about the CIVEDX in the Supplementary Material section of this document.) --EJ SPEEDY SETTLERS Any Settler unit can be caused to finish any task in a single turn simply by repetitively re-tasking it using the mouse. For example: a Settler is started on a four-turn Irrigation task by typing "I" when the unit is active. The Settler is then selected with the mouse; its identity box appears; one clicks on the icon of the Settler, thus interrupting it in its task and re-activating it. Type "I" again. Repeat the procedure until selecting the unit no longer re-activates it. The task is completed in one turn. The effect of this anomaly is tremendous. It multiplies the effectiveness of your Settler units by at least a factor of four. Using multiple Settlers, you can Irrigate, Build Roads, and Build Railroads in the same square in one turn. The productivity of the Speedy Settler almost completely negates any productivity advantage of the computer players at Emperor level. --RAS SUPER SPEEDY SETTLERS There is also the possibility of Super Speedy Settlers: this technique not only lets you complete a task in one turn, it lets you use the Settler TWICE (or more) in one turn. How is this possible? One of the tasks must be "create road [or rail or fort] at sea" Second task can either be a repeat of Sea-Roading or any land based task. To do three tasks, only the last can be land based and you will need one transport unit for each task to be done. Procedure a. Settler (or Settlers) can either start turn at Sea or drive onto ship from a direct road/rail connection to a Sea Square. This permits using the Settler at sea in the same turn. b. Perform Sea Road/Rail or Fort task. c. Sail into nearby port that is on a road net. d. Open Port City screen and click on Settler to wake it up. e. Settler is available with its full movement allowance. Discussion Why is this so worthwhile? Well, it is highly desirable to make Sea/Rail squares on "fish" squares. But it is also very "good" to have ALL city-sea squares be rail squares for the very nice trade bonus it gives you. This we all basically know and it is discussed in ROME ON 640k A DAY. But since Settlers have heavy demands on their time, one usually doesn't get around to doing this in all cases. Now, you can have your trade and eat it, too, by using this two-phase technique. The same Settler can create road/rail squares and then "come home" and take care of his landside business, all in the same turn. --RAS SETTLER MOVEMENT REFRESH Settlers can be moved long distances on a road net by tasking them and re-selecting them as they near exhaustion of their movement allowance. While the Settler is still on the road with at least some movement left, set it to a task. Then use the mouse to select it and re-activate it. It now has a full movement allowance. Caution: The Settler retains the partially completed task and if you do this too often on your way to Cleveland, you may inadvertently finish irrigating a square on the way. This technique can also be used in combination with the Mobile Unit Refresh technique to move Settlers anywhere on the road net. --RAS MOBILE UNIT REFRESH Any mobile land unit can, if it has some movement left after an attack, be restored to full movement allowance over and over again in the same turn. Put the unit in a city; type "S" to put it on Sentry duty; select the unit again with the mouse. The unit will "wake up" from Sentry duty with its full movement allowance. Using this technique, I've destroyed dozens of enemy units with one motorized artillery unit in a single turn. One can also use this technique to move a unit long distances on a road network (simply by refreshing the movement allowance at every city way-point). This technique permits you to maintain only a small, very efficient mobile force to defend large areas, thus your productivity can be spent on building improvements rather than a huge army. The Mobile Unit Refresh also works for sea units *if* they start their turn in the city and stay in the city. Thus a single battleship can easily fight off every adjacent besieger and still have a full movement allowance left to sortie out and destroy some enemy sea unit. --RAS BOMBERS FOREVER! (or How to Keep 'Em Flying Without Even Trying) Many players may not realize it but you do NOT have to fly bombers back to base on the second turn if you want to leave them on an INTERDICTION mission (like blocking an isthmus or a road). You can leave the bomber unit in the "air" indefinitely if you put it on "sentry duty" with the S key on the outbound turn of it's two turn sortie. Fly the bomber to where you want it; hit the S key; the bombers are gifted with invisible KC135's to mid-air refuel them for as long as you want. So what good is this a new player might ask? If you have bombers and the enemy doesn't you can block him out of a specific approach with impunity (given he has no fighters to shoot down the bombers). You can even use the bombers to make invulnerable some land unit position. Warning If you put the bomber on sentry on the INBOUND leg, it will crash as soon as you wake it up (but it will stay in the air until you do so you might consider doing it to reach the mouth of some distant bay to block enemy shipping or whatever). --RAS OCEAN BRIDGES CIV players, now you can have what you always wanted-- bridges on the ocean to connect those oh-so-close-yet-so-far continents to your home continent. How is this possible? Use the Simonsen Sea Span System: 1.You need Railroads and Industrialization (for the Transports). 2.Select the two landside squares you want to connect and then build railroads on them. 3.Create a dedicated Transport unit for each of the sea squares you'll be spanning. 4.Use Settlers on a transport to build a Rail line in every sea square (you can use my Speedy Settler technique to get this job done six times as fast as normal). 5.Now build a terminal City on each landside end of the Sea/Rail line. It is important to build the Cities *on* the Rail Squares *after* you've created the Rail Squares. 6.Leave a Transport on each Sea/Rail square (usually this will mean one or two dedicated Transports). Now you can drive a unit from one terminal city to the other in one turn. When the unit arrives on the far side of the Sea Span, it'll be "ghosted" as if on Sentry duty in the city --open the city screen and wake it up with the mouse. You'll find it has its FULL movement allowance available. Don't be alarmed when the Transport unit seems to vanish when you drive onto to it. Keep going but be careful when you reach the terminus --you don't want to accidentally begin to move a Transport. Why is this system better than just shuttling back and forth between two close ports, you might ask? Unlimited capacity --you can move dozens of units over your bridge in a single turn. TWO WAY traffic using the same transports in the same turn. Since the transports themselves NEVER move, they never enter port and use up their movement allowance. Convenience: you don't have to manage the logistics of moving Transports back and forth. Economy: one Transport filling a single Sea Square between terminal Cities provides the effect of two or more transports supporting two way traffic using conventional movement. Speed Over Distance: if you bridge more squares than the range of a single Transport (say six squares), you can put unlimited units across the ocean in a single turn, in either direction and have all available with full movement on either side of the sea. This permits tremendous efficiencies with high-value units such as Armor and Artillery. Notes To visualize this system, think of the Transports as the "pontoons" on a Railroad bridge. They are never moved; just tap the space bar when they blink on for movement. If you are near a "war zone" you might want to build Forts around each Transport for protection and station a Cruiser or Battleship to protect your strategic bridge. --RAS GLOBAL WARMING This loophole strategy, to the best of my knowledge, allows you to obtain the highest score possible on any given map. The strategy relies on a loophole in the global warming routines of the game. With each bout of global warming that occurs, approximately 20-25% of the "flat" land in the world, excluding rivers, is converted to a terrain type that is slightly less valuable than what was there before: Grasslands become plains, plains become deserts, and deserts become swamps. This is intended as a punishment for letting the environment get heavily polluted, since less food will be produced throughout your empire, which means a smaller final population can be achieved, which results in a lower score. What the game designers never considered, however, was that some idiot would come along and try to find out just how bad global warming can get. It turns out that it's actually pretty good. If you let global warming keep happening, eventually there's no grassland left, then the plains disappear and there's only desert and swamp. Finally, after 12-15 bouts of global warming, the computer has no choice but to turn everything into swamps. Swamps can be converted into grasslands, however, and grasslands produce more food than anything but the rare oasis. So, if you now clean up the pollution, turn all the swamps into grassland, and plant cities all over, your empire will support an enormous population. That huge population will give you more points than anything else. First of all, you must play using version 3 or greater, because no earlier version will handle the massive population you'll eventually have without locking up. Next, start the game by selecting "Customize World" from the start-up menu so that you can select a large land mass. The rest of the options are irrelevant, except climate. Do not select a cold climate as this will create excess tundra that will not be converted by global warming. Next conquer the world by the earliest date you can manage using whichever strategy works best for you. Your goal is to destroy all but one enemy civilization, pound the one remaining civilization down to one city, surround it completely with mech. infantry to prevent the enemy from taking back any territory, and sign a peace treaty. The enemy city you let survive must be carefully chosen. Since all of the flatland will be converted to swamp, which only produces one food, that city will starve to death and disappear during the global warming if it does not have a river within 2 squares of it (rivers aren't affected by global warming). That'll end your game with an abysmal score. Ideally the city should actually be sitting on a river square. Of course, you must carefully choose where you get those mech. infantries from for the same reason. They should come from cities of yours that are working river and mine squares. The rest of your cities will be unable to support any military units, and may even starve completely. Any wonders you build during the game should be built in river-cities so that they don't disappear. If wonder-cities you capture don't have access to a river, you will probably have to add a settler to them each turn for a while to prevent them from disappearing. This can be managed by keeping your river cities in "We love the whatever day" and building a settler each turn. --PP CIVILIZATION CHEATS DEBUG MODE The debug keys are only available in version 1 of Civilization. You access them by holding down shift and hitting 5 then 6. A number of new keys are then available and are described below. UNLIMITED MONEY There are many little utilities that can be found on Compuserve's GAMERS forum in the War/Strategy Games library that will give you all the money you want. You can also hack the save game file as listed in the next section. --EJ HEX-ING OPPONENTS Want to go back in time? Want to play a different civilization? Want to make the game easier or harder without starting over? Want to give civilizations more appropriate names? Want to really speed up scientific research? Want to give yourself (or another civilization) lots of cash? Want to reduce the number of civs in your current game? Or increase it? Want to play with a couple of friends? Want to change the computer players' tax/science/luxuries ratio's? Or your own? Here's how to do it: First off, a few helpful hints: 1. Use a HEX editor (BEAV, available on the net is a good choice) 2. Always remember that ALL numbers in the game are represented by 2 byte LSB,MSB format numbers in the .SVE files. (At least, this seems to be the case. :) 3. Most numbers have an upper limit, either game imposed or compiler imposed. For instance, you can't have more than 32000 in cash -- that's game imposed. Even if you could have more than 32000, you couldn't have more than 32767 because 1 bit of 4. The 16 bits used for each number is used to indicate that if it is negative -- this is compiler imposed. 5. Make backups of your .SVE files before changing them. OK, here's the format for each question: (question) (byte start address in HEX to change in .SVE file,length in decimal) (valid range in decimal if known) (explanatory text) And here are the questions again: Want to go back in time? 8,2 before 4000 BC has worked, after 2200 AD may also work Changing the current year allows you to play the game forever and achieve phenomenal scores. Want to play a different civilization? 2,2 the range is 1-7. Choosing 0 would make you the barbarians. Now you can change to whatever civ is winning at the moment or simply see what each one of them can see. This does screw up the little map on your main screen, but you can live with it. :) NOTE: This number is very important for other questions. For any question that applies to multiple civilizations (more cash, more light bulbs for science, etc.) you need to multiple this number by the number of bytes used for each civ's set of values, and add it to the byte start address. Want to make the game easier or harder without starting over? A,2 The range is 0-4. This is the difficulty rating. A 0 is for Chieftain and a 4 is for Emperor. I haven't tested anything above 4, I shudder to think what the game might do, considering how badly it cheats on 4. Want to give civilizations more appropriate names? This one is special, because it really encompasses three similar areas. 10, 14 - This is for the Leaders' names 80, 12 - This is for the PLURAL spelling of the civ name E0, 11 - This is for the singular spelling of the civ name Any character you like, plus the following special ones: # = Stick figure $ = coin ^ = check mark { = wheat stalk } = trade arrows \ = diamond | = shield ~ = light bulb _ = sun If the new name is shorter than the allowed space, the next byte at the end of the name should be a 0 (this prevents junk remaining from the previous name from showing up). Want to really speed up scientific research? 148, 2 0-lots :) This figure must NEVER exceed the amount required for the next advance. If it does, you'll never get the next advance. The amount required for the next advance is based on the difficulty level (0-4), and how many advances you already have (invented, stolen, or found makes no difference :). The number of light bulbs needed for each new advance is:(difficulty level+3)*2*(# of advances you already have). NOTE: In the beginning advances are slightly harder at the low difficulty levels (weird, huh?) AND after 0 AD the number doubles (i.e., add a *2 to the equation above). Want to give yourself (or another civilization) lots of cash? 138, 2 -32000 (or so) to +32000 Don't make this number a negative - you'll lose EVERYTHING. This number won't go above 32000, so spend money if you start to get close to it. Want to reduce the number of civs in your current game? Or increase it? 93 BC, 2 0-6 The range is only 0-6 because the Barbarians always exist, and there can only be 7 civilizations. If you drop this number down to 0, the computer will probably ignore all the civilizations except yours and the barbarians. Want to play with a couple of friends? By playing with the number of civs, and changing the player civilization number, you should be able to play a multi- player game. NOTE: Due to the required save, edit, and reload steps such a game will take a LONG time to play. Want to change the computer players' tax/science/luxuries ratio's? Or your own? 0738, 2 - This is the tax rate 8BB4, 2 - This is the science rate 0-10 combined total The ratios are determined in the following order: tax, science, luxury. Taxes are checked first, and the value is subtracted from 10. Then science is subtracted from the new value. The resulting value is placed in Luxuries. NOTE: Taxes are generated first, so if you set taxes at or above 10, science and luxuries gain NOTHING no matter what the numbers show. This can be verified by hitting the F5 key. --CKH COMPUTER CHEATS KNOWN CHEATS The computer is known to cheat in a number of ways. These are things the computer is allowed to do that the human player is not. There have been some speculation on others, but these will be listed after the know cheats. The computer triremes do not have to end their turn next to land. They never sink due to being out at sea. This is made obvious by encountering them there and following them for a while. The computer gets free WOWs. It does not seem to even have a city ever allocating shields nor does it pay for them They seem to be 'handed out' randomly. The higher the difficulty level, the more are handed out. This can be proved by saving a game every turn. When the computer builds a WOW, quit and restore the save. The civ that builds the wonder now doesn't. If there was really production allocated it would always build it after a save. Improvements at the Emperor level are 1/3 off for the computer civilizations. This is a function of the difficulty level. The computer never needs to build a caravan. Sometimes one can be seen being built, but once it is, it automatically generates a trade route. You will never see an enemy caravan unit in the game. The computer does not need diplomats nor does it have to be next to a city to meet with you. This is understandable, as if it needed diplomats to do this, you'd almost never get to meet with them. (On a side note, the computer DOES build diplomats and will occasionally use them to steal technology from you.) The computer will sometimes start out with an extra unit or two. By using the Debug mode I have seen a civilization start with a cavalry that there is no way it could have rightly acquired or built. The computer civs always know where other cities are on the same continent without exploring. Again, in Debug mode, I have seen units make bee-lines for other cities that they have not even been within 10 squares of. --EJ COMPUTER CHEAT RUMORS There are a number of ways the computer is suspected to cheat, but at the time of this writing, they could not be confirmed or denied. Computer technology advances are achieved at high rates with only a couple of cities. Computer cities in revolt to not have production halted. The computer sometimes builds multiple cities before its first settler is created. Production in cities at emperor level continues, even if the city is shy the necessary resources to maintain what it has. The computer will tend to pull ludicrous combat results out of its hat, especially when a city is about to fall (yours or its) and doubly so when the computer's capital is threatened. Things like phalanxes killing bombers or artillery is conveniently more likely when the computer has a lot at stake. --EJ The computer appears to be able to respond to a nuclear attack with nukes they did not previously possess and were not building; The computer's nukes do not appear to have any range limitation. Computer cities appear to be able to acquire defensive units without building, e.g., two units appear the turn after all units destroyed, with none being built and none close enough to move in. I've only observed this once, and it was the capital city (after nuke attack). --RF CIVILIZATION BUGS There is a long history of bugs found in Civilization. Some are relatively benign, but most will really ruin your day if you haven't saved for a while. MicroProse has released 4 revisions in all, fixing a lot of them, but a few remain unsquashed. Each bug is listed with a description, a work around if known and that versions it affects. [You can determine what version of Civilization you have by looking at the intro screen. There should be a version number 472.xx where xx is the version number. So, 472.03 would be version 3 of Civilization.] --EJ ADVISOR BUG There is an option to have your various government advisors pop up and suggest something for you to build whenever a city completes construction of an item. When playing on the Chieftain difficulty level, this option is on by default. Once a city has built all the structures it can use (excluding wonders) and when the city has what the advisors think is enough military units, (they don't have anything to say, in other words) the game locks up. This bug exists in all current versions of Civilization (1-5). This bug is easily avoided by selecting "Options" from the "Game" menu and turning "Instant Advice" off, or by not playing on Chieftain level. This bug affects all versions. (Version 5 was supposed to fix this bug, but didn't so version 5 is identical 4 in all other respects.) --PP POPULATION BUG Various bugs appear as your total population grows larger and larger. The bugs remain in effect even if your population shrinks again. Up to about 20 million, there's no problem. Somewhere above 20 million, use of the "Display Civilization Score" option from the "World" menu will destroy a portion of the northern edge of the map and the game will become unstable. This also occurs when the score display occurs automatically when your spaceship lands on Alpha Centauri, making continued play unstable. Somewhere above 40 million, starting a revolution may lock up the game. Somewhere above 60 million, the game will lock up when your spaceship lands, denying you a score. There are no work-arounds for this bug other than limiting population growth, or switching to version 3 or higher. This bug was fixed as of version 3. --PP TOO MANY UNITS If the maximum unit limit of 128 is reached, an advisor will pop up to inform you that no more military units can be built. If units aren't disbanded and this situation is allowed to continue, the game will eventually lock up. The same thing will occur if an opponent acquires too many units. Controlling your own unit count is easy, but knowing how many units an opponent has can be difficult. At Warlord level or below, this information is available from the "Intelligence Report" on the "Advisors" menu if you've established embassies with all opposing civs. If an opponent is getting close to the 128 unit limit, you must declare war and destroy a few for him. Above warlord level, the only solution is to pound all opponents into punificence. This bug was supposedly fixed as of version 3, but there are still problems. When the limit is reached by any civ, several of that civ's units will be disbanded at random. Several people report still experiencing lock-ups, in spite of the fix. --PP POLLUTION BUG This bug occurs when you reach future technology 60. Several squares of pollution will occur randomly with each turn, regardless of the production capacity of cities and the presence of recycling centers or mass transits. Within just a few turns the problem will become much more than your settlers can handle and wave after wave of global warming will occur. This problem occurs when the technology level counters internal to the game, overflow into the pollution counters. There is a work-around. [Insert solution here] This bug exists in all versions.--PP NEVER-ENDING GAME When you destroy a civilization, the founding settler of the other civilization of the same color will pop up randomly on some unpopulated area of the map. For example, when you destroy the last Zulu city, a Babylonian settler will pop up somewhere ready to found the Babylonian capital. Although the area will be unpopulated, it is possible that some of your military units, another opponent's units, or barbarian units may be nearby. If anyone destroys this settler before it founds the capital city, then the game will never recognize that civilization has been destroyed, and you'll never get credit for conquering the world. The only way to end the game and obtain a score will be to build the spaceship. If you're the one who finds this founding settler, the bug can be worked around by waiting for the settler to found his capital then destroying the city, but there's no way of preventing it if an opponent finds him other than upgrading to version 3 or above. This bug was fixed as of version 3. --PP NEVER-ENDING GAME PART II A spaceship launched before game turns start equaling 1 year will never be recognized as having landed if the year in which it would land doesn't fall on a game turn. Waiting until the year 1850 before launching your ship is the easiest solution, but it reduces your score[?]. To launch earlier, ensure that the spaceship's flight-time is divisible by the number of years currently being ticked off with each game turn. This bug exists in all versions. --PP THE PHANTOM REVOLT Very rarely, you may lose control of one of your cities that has been captured from an enemy civilization. It remains your civilization's color; the only way to tell if this occurs is if you try to click on it to change something, or you notice the city no longer has the thick border that a city with defensive units should have, or you move a military unit into the city. If you try to click on the city, nothing will happen (you don't get the city screen) or if you move a military unit in (even if you have units garrisoned inside the city) the city capture screen will appear as if you captured an enemy city. The city can phantom revolt again at a later time. This bug is reported to affect only cities that were taken with a diplomat inciting a revolt. Microprose has admitted this is a bug, but has no work- around. A possible work-around may be to garrison more than one military unit in the city. I did this once and the city never gave me a problem again. There is no way to tell if a city will do this the first time, however. Another solution is to park a military unit (even a militia) outside the city and re-take it over when you notice you haven't heard from that city in a while. This bug affects all versions. --EJ RUBBER INTERNATIONAL DATELINE On any world, whether generated or Earth, there is a nebulous boundary where the edges of the map wrap together. (Imagine the map as a rectangular surface and join the east and west borders.) On random maps, there is generally no or little land running for a whole north-south section. On Earth, this corresponds to the international dateline. It's not easy to know where it is on a generated map until this bug shows up. What happens is that a unit that is given a GO order that crosses this line, will bounce off it and go in a random direction, generally either north, or out over an ocean. I have only seen this happen to ships and flying units. For ships, this is only a minor annoyance, but for a bomber or fighter, it will cause them to crash (even if the bomber is on its first leg of the flight -- reactivating it will crash it). You can avoid this by, once discovering it, manually sending units across the boundary. There seems to be no way of knowing if it will occur or not. This affects all versions. --EJ BOMBER BUG [Insert Redmond's bomber stacking bug here] FORGETFUL TRANSPORTS If a transport on GO orders is flown over by a bomber on GO orders, the transport 'forgets' its destination and drops the GO orders. This is not normally a big deal as it can be rare, but on Earth, shipping units to Europe from North America while bombers fly over can be a pain. The bombers tend to fly over the transports due to the placement of cities. There is no work around other than to fly your bombers manually, drive the transports manually, or re-issue the GO order to the transports. This bug affects all versions. --EJ REVISION HISTORY MicroProse was kind enough to supply revision histories to me. Most of the information that follows is from Brian at MPS customer support. Thanks Brian! VERSION 1 Version 1 is the original version that came in the box. The following additional features and corrections were added to CIVILIZATION after the manual and technical supplement were produced. 1.End Of Game: All games automatically end for scoring purposes by a certain date, if they haven't ended sooner for other reasons. Depending on your level of difficulty selection, scoring ceases in the following years: Chieftain - 2100 AD, Warlord - 2080 AD, Prince - 2060 AD, King - 2040 AD, and Emperor - 2020 AD. 2.Advance After Combat: The reference in the manual on page 35 concerning the ability of victorious units to advance is incorrect. Victorious units that have movement points remaining after combat may continue to move normally. 3.Pillaging: The manual reference on page 36 to the Pillage order is not entirely correct. Roads and railroads may be pillaged. The first time a square is pillaged any irrigation or mines present are destroyed. Further pillage in the square destroys railroads, if present, and then roads. For example, it takes three turns of pillaging to remove all improvements from an irrigated square containing a railroad. 4.King's Advisors: The advisors that appear behind rival kings are intended to indicate the government of the enemy civilization and its relative size. A king with four advisors indicates that this civilization is one of the largest in the world. A king with only one advisor indicates a very small civilization. The dress of the advisors indicates the civilization's type of government, as follows. A government in Anarchy is represented by the advisors of Despotism. Mongols -- Ancient Despotism Egyptians -- Ancient Monarchy Greeks -- Ancient Republic/Democracy Hoodlums -- Modern Despotism English -- Modern Monarchy Soviets -- Communism Americans -- Modern Republic/Democracy 5.Undo Build City: If you accidentally press the B key while moving a Settler unit and thereby build a city, press the ESCAPE key to undo that command. The city is not founded. 6.Saved Game Limits: Each saved game takes up about 50k of space. Ten saved games on your hard drive will take up about 500k. If saving to floppy disks, you must use a high density disk to hold the maximum number of games. Alternatively, turn off the AUTOSAVE option from the Game menu. In this case, games are only saved when you wish, and only four games are saved per disk. 7.Credits Screen Shortcut Keys: While the credits screens are being displayed, you may press shortcut keys to immediately choose which type of game you wish to play. Press one of the following keys to immediately start the correct game. New Game: N key Load Saved Game: L key Earth: E key Custom World: C key Any other key takes you to the game choice menu. 8.If you select Start New Game, EARTH, or Custom World, the computer will create a new world. During this time the Evolution sequence will be displayed (In the beginning ...). If you press a key during the Evolution sequence, the sequence will be terminated AS SOON AS THE NEW WORLD HAS BEEN COMPLETED. This may take some time, especially on slower computers. 9.Civilization Advances Chart: The advances chart on the back page of the manual contains one error. For the advance SPACE FLIGHT, the correct prerequisites are COMPUTERS and ROCKETRY. 10. Power Plant Clarifications: All three types of power plant increase the base resource production of a city by 50%, before the effects of a Factory or Manufacturing Plant are considered. Hydro Plants may only be built in cities adjacent to River or Mountain squares, not Hills. 11. Women's Suffrage Correction: This Wonder of the World becomes available with the advance of Industrialization, as shown on the Civilization Advances Chart, not Mass Production, as mentioned in the manual on page 87. 12. Frederick the Great (Germans): After the manual was printed, Frederick the Great and the German civilization were substituted for Sulayman and the Turks. The following bibliographical notes describe Frederick. "Frederick William II, known as The Great, ruled Prussia for nearly fifty years. Displaying unexpected qualities as a leader and decision maker, he became one of the great generals of history and made Prussia the dominant military power of Europe. He also promoted important reforms at home, patronized the arts, and was a champion of religious liberty. He was considered the epitome of the enlightened monarch and warrior king." 13. GoTo using the Mouse: to move the active unit to an adjacent square, click on that square with the RIGHT Mouse Button. For long distance moves, select GoTo from the Orders menu and click the LMB on the destination square. Note also that units using the long distance GoTo command use the Road movement rate even when traveling on railroads. 14. To access additional city improvements on the City Status Screen when using the keyboard only interface press Shift-M ("More"). 15. You may place your city in an automatic improvement construction mode by pressing the RMB on the 'Change' button on the City Status Screen (press shift-A in keyboard only mode). Your domestic advisor will now automatically select which improvements to build in this city. 16. An additional benefit of the Apollo Program is the ability to see the location of all cities in the world. 17. Futuristic Technologies are worth 5 points towards you civilization score, not 10 as noted in the manual. 18. A white bar will appear above your castle indicating consecutive years of World Peace after the year 1. Each turn is worth 3 points towards your civilization score. 19. If you experience erratic mouse operation in the middle of the game, press Alt-M to reset the mouse driver. 20. The FIGHTER unit has been modified to an attack strength of 4 and a defense strength of 2. 21. If you have a high-density 3.5" floppy drive and no hard disk you may copy disks 1 and 2 to one floppy and disks 3 and 4 to another. This will reduce the amount of disk swapping while playing. The program automatically recognized this configuration and will prompt only for Disk 1 or Disk 2. 22. If playing on a laptop computer with a black and white screen, select EGA graphics for maximum contrast. 23. Be sure to use just the mouse or just the keyboard when making menu selections. Do not move the menu highlight with the keyboard and then press the mouse button to enter your choice; when the mouse button is pressed the position of the mouse pointer determines the choice, not the location of the highlight. VERSION 2 Version 2 was supposed to fix the Advisor Bug, but it didn't. It did remove the Debug keys though, so it is different from version 1. VERSION 3 Version 3 introduced several important changes that affect game play. Cities must have a population base of five or more to support taxman or scientist specialists. Under a Despotic government, citizen unhappiness will increase with the number of cities you control. This may lead to 'very unhappy' citizens, (recognizable by their red shirts) who must first be converted to normal unhappy citizens before then can become contented. This effect occurs to a lesser degree under other government types. A maximum of 3 units per city may be used to impose martial law. (I.e. Convert unhappy citizens to content citizens.) Cities may be renamed at any time. Click on the RENAME box or press the 'r' key on the city status screen. Transport units no longer count against city unhappiness under Republic/Democracy. The maintenance cost of Barracks has been changed to 1/2/3 coins at the Prince and King difficulty levels, and 2/3/4 coins at the Emperor level. VERSION 4 Version 4 is the high-density disk edition of version 3. It is identical in all other respects. VERSION 5 Version 5 was supposed to fix the Advisor Bug again, but it didn't. There is no difference between version 5 and 3 in playability. SUPPLEMENTARY MATERIAL ROME ON 640K A DAY CIVEDX CONTRIBUTORS PP Pete Phillips [70446,1431] KVS Kay-Viktor Stegemann Kiel, Germany [100064,665] RAS Redmond Simonsen [75300,3665] EJ Erik Johnson [76620,2473] CKH Charles K. Hughes [Charles_K_Hughes@cup.portal.com] RF Ron Forman [72167,662]