"Looking for Insider Cheat Codes for Civilization 2? "
1) CHANGES
These are the changes from the original Civilization to Civilization II:
1.1 - A New Look
- Uses an Isometric Grid instead of a square one(diamond terrain)
- Shield indicates Unit civilization
- Coloured Health Bar
- Changes in Architecute of Cities
1.2 - New Combat Features
- Hit Points
- Firepower
- Spacebar restores units
- New versions of old units(e.g. Settlers -> Engineers)
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1.3 - New Production Features
- Waste Production Shields
- 50% Penalty for Changing Production
- New Improvements(e.g. Supermarket)
1.4 - New Terrain Features
- Rivers appear everywhere
- Special Terrain yields two resources
- When adjacent squares are upgraded, city square is also.
1.5 - New Movement Features
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- Rivers have same movement as roads
- Alpine Troops, Explorers treat every square as road
- 2 settlers work together to finish jobs quicker
- Settlers/Engineers can use Transform Command
1.6 - New Government Features
- Fundamentalism has been added
- In Monarchy the first 3 units cost no shield support
- No corruption occurs under Communism
- All spy units are veteran under Communism
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- The first unit away from city doesn't cause unrest in a Republic
- After a revolution, you can change to as many government types that turn
1.7 - New Diplomacy Features
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- AI remembers past actions
- New diplomatic states: cease fire, neutrality, alliance
- Cease fires expire after 16 turns
1.8 - New Wonder Features
- Pyramids now are a granary in all your cities
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- Lighthouse never lets Triremes be lost at sea
- Great Wall now acts as a City Wall in each city and, forces peace
- Magellan's Expedition gives a +2 movement bonus to all ships
- Michaelangelo's Chapel counts as a Chatedral in all cities
- United Nations gives democracies a 50% chance to overrule senate
- SETI Program counts as a Research Lab in all cities
- Colossus expires with Flight
- Great Library expires with Electronics
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- Great Wall expires with Metallurgy
- JS Bach's Catherdral now requires Theology to build.
1.9 - Other New Features
- Computer opponents now have to "Build" wonders
- Civlopedia/Advance Tree changed
- Disbanding adds 50% production to city
2) GAME SETUP
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This is the part where I tell you how to setup a new game.Menu screens are listed numerically e.g 1-0, 3-2
[1-0]
Start a New Game: Begins a new game -> 1-2
Start on a Premade World: Play on a custom Map -> 1-2
Customise World: Choose how you want your world to look -> 1-1
Begin Scenario: Begin a pre-set scenario -> 1-2
Load a Game: Load a previously saved game -> To game
View Hall of Fame: View previous high scores
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[1-1]
Select Size of World:
Small(for short, quick games)
Normal(the standard size)
Large(for longer games)
Custom(select the height and width of your map)
-> 1-1b
[1-1b]
Select Land Mass:
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Small(less land, more Ocean)
Normal(default)
Large(more land, less Ocean)
-> 1-1c
[1-1c]
Select Land Form:
Archipelago(numerous small continents)
Varied(a mix between Archipelago and Continents)
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Continents(One or Two Large continents)
-> 1-1d
[1-1d]
Select Climate:
Arid(more dry squares e.g. Plains, Desert)
Normal(equal numbers of arid/wet squares)
Wet(more wet squares e.g. Forest, Swamp. Also increase river numbers)
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-> 1-1e
[1-1e]
Select Temperature:
Cool(more cold squares e.g. Tundra, Glacier)
Temperate(an average number of each terrain type)
Warm(more warm squares e.g. Desert, Jungle)
-> 1-1f
[1-1f]
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Select Age:
3 Billion Years(terrain squares appear in clusters)
4 Billion Years(not as clustered as 3 Billion Years)
5 Billion Years(randomised terrain locations)
-> 1-2
[1-2]
Difficulty Levels:
Chieftan: The easiest level, provides advice
Warlord: A slight bit more difficult
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Prince: More difficult, slower advances
King: Difficult, unstable citizens, slow advances
Emperor: Very Difficult, slow advances
Diety: Extremely Difficult
-> 1-3
[1-3]
Select Number of Civilizations:
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Between 3 and 7
(lower means each Civilization is large, whereas higher means smaller civs)
-> 1-4
[1-4]
Select Amount of Barbarians:
Villages Only: No roaming barbarians
Roving Bands: Few Barbarians
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Restless Tribes: Standard Level
Raging Hordes: The world is full of them
-> 1-5
[1-5]
Select Game Rules:
Standard Rules: The normal Rules -> 1-6
Customize Rules: Select them yourself -> 1-5b
[1-5b]
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Customize Rules:
Simplified Combat: Units either lose all damage or none in combat
Flat World: you can't circumnavigate the world
Select Computer Opponents: This will bring through numerous screens selecting your opponents.
Accelerated Start-up: If you select this cities and units will be built
Bloodlust: No player can built spaceships, to win you must conquer the world
Don't Restart Eliminated Opponents: When they die, they die!
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-> 1-6
[1-6]
Select Gender:
Male/Female: This is sorta obvious
-> 1-7
[1-7]
Select Your Tribe:
Select which tribe you want to be e.g Celts
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-> 1-8
[1-8]
Select City Style:
This only effects the way your cities look
Bronze Age Monolith / Classical Forum / Far East Pavillion / Medieval Castle
-> To Game
3) GETTING STARTED
3.1 - Your First City
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You'll see a screen with a flashing man on a terrain square surroundedby other black terrain. This man is your settler, he's there to settle,to build new cities and irrigate the land, and build roads. But, wedon't need to do some of them yet.
The first thing to do, is look for aplace to build your first city(your capital). I usually build my firstcity beside the sea, but sometimes that's not possible, so we'll lookfor a good spot(seaside, or inland).
3.2 - Seaside Cities
When building cities beside the sea, look in the sea for Whales or Fish.These will help your city grow, as they will provide well-needed food andproduction. Also, more mineral squares on the land close by would be ahelp.
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3.3 - Inland Cities
When building an inland city you must have a river closeby, or under thecity. If you don't it will be difficult to irrigate around it. Also, a fewmineral squares would be a valuable help.
3.4 - Improving your Capital
Next we want your city to improve, so you should build a unit to defendthe city, and another to search the surrounding area for villages(goodyhuts), and sites for other cities, and to discover your opposition.
If you don't have the development pottery already, I highly recommendyou discover it, so that you can build a Granary in your cities.A Granary is useful because it helps the population increase quicker.
If you got two settlers at the start, or found one in a hut, it would bewise to get the settler to irrigate(press "i") the plains/grassland aroundyour cities(I say cities because your Explorer should have found anadvanced tribe by now).
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You should also get that settler to build Roads(R)in the sqaures around your cities(even if they do lead nowhere) for extratrade, and a road between your cities.
It is recommended that you buildall the new city improvements as the come on stream(that's another unusual expression, that one).
3.5 - What to do next...
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According to the Manual (you should read it, it's that thing you threw in the corner with the box) there are four priorities you should keep in mind early in the game.These are:
- Defense: You've already covered this by building your defensive unit
- Research: You should discover new advances to build better units, improve your city, allow you to build Wonders of the World
- Growth: You've covered that with your second settler irrigating your city
- Exploration: You've also covered this one with that unit you sent outSo there's one I didn't cover yet
3.6 - Research
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Well, I've already told you to learn pottery, so... You should have!The first goal I try to achieve is building the Great Library, so nexttime the "What discovery shall our wise men pursue, sire?"
screen comes upclick on Goal, and on this screen choose Improvements(if it isn't up already)and select Great Library, and it will tell you what you need to researchnext to progress towards it.
(In Test of Time there's an option "AutoResearch"which lets you automatically research until you reach that advance).If you wish to discover something else first, you don't need to followmy advice in Research.
3.7 - Chatting with Opponents
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Hopefully you should have met some other tribes by now, and have a peaceagreement with them. But if you haven't, here what to do when talking toother leaders.
When they wish to talk to you, click OK. When theyoffer a Peace Treaty click Accept offer, you don't want enemies thisearly in the game.
If you wish you can ask them for a Permanent StrategicAlliance, they may reject if their attitude is poor, but this early, theynearly always say yes.
When they discover something you can then ask toexchange knowledge, or if you think they have more of the map than you,you can ask to share world maps(their attitude must be very high for themto accept this).
I'll end this tutorial section here, because I don't want to be decidingyour game outcome for you. Where's the fun in that?
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4) Cities
This section covers everything about cities, not just the basics(as above).
4.1 - Choosing A Site
When deciding a site for your cities there are a few things you must have:
Water - River / Ocean
Minerals - Any Square containing Special Resources
There are also things that are helpful to have/not have:
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Many plains/grassland - easiest to irrigate
Some Forests - provide well needed shields
Lots of sheltered grassland - (Test of Time only) this helps production
No swamps - this may be difficult, but it makes road building,irrigation easier
Few hills/mountains - you don't want any hills in the squares adjacent to the city, they raise attack rates against you
4.2 - The City Display
4.2.1 - Population Roster
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Position: In the Top Left of the screen
Basically, this tells you the Population of your city. If you look closelyat the citizens in the Population Roster you can see that they appeardifferent.
That's right, not everyone in your city looks the same. Theway they look changes on their mood or if they are assigned a role.
Usually, the first set of people in your roster are happy people(sometimesthere may not be happy people in your city, but thats your fault!).
The next group are the content people. The next group are the unhappypeople(try and have as few of these as possible), if the number of unhappypeople exceeds the number of happy people in your city, the city enterscivil disorder. The last group are Specialists:
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4.2.2 - Specialists
Position: Part of the Population Roster
If you click on a square in the city radius that is producing, you willget a specialist instead of one of your citizens. Specialists have threeroles:(to change roles, click on the picture of the specialist)
Entertainers
Every Entertainer adds 2 more luxury icons to the resource bar(explainedlater). The main role of Entertainers is to make your citizens happy, andto stop the city falling into disorder.
Taxmen
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Each Taxman adds 3 more tax icons to the resource bar. The main role ofTaxmen is to gain more tax from your people, to gain more money. This issomething you may need to do near the beginning of the game, if you arelosing money.
ScientistsEach Scientist adds 3 science icons to the resource bar. This helps ifyou are in a government type which has a slow advancement rate.
4.2.3 - Food Storage Box
Position: Top Right
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When your citizens work in city squares they create food, if they have morefood than is needed for themselves it is added to the Food Storage Box.
When the Food Storage Box fills, an extra citizen is added to the PopulationRoster.
If you have built the Granary in your city, you will get apopulation increase when the box is full, but it will only be reset halfway.If your citizens do not have enough food, they will take it from the FoodStorage Box, and when it empties any settlers or engineers supported bythe city will be disbanded.
If after this happens, there is still a shortagethere will be a population decrease.
4.2.4 - Resources Bars
Position: Top Middle
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In Test of Time click the box to bring up a more detailed view.The resource bars show all the resources generated by the city's workerseach turn. There are 4 Resource Bars:Food
This shows how much food is generated each turn. Each citizen of yourcity eats two food each turn, and Settlers and Engineers use food assupport. The surplus/loss of food is shown to the right.
If there is asurplus it will be added to the Food Storage Box. If there is a loss it willbe taken from the Food Storage Box.
Trade
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This contains the Trade Bar and the Apportionment Bar. The Trade Bar liststhe amount of trade goods produced on the left, and if there is anycorruption it will listed to the right.
Apportionment Bar
This shows how much Trade is divided between Taxes, Luxuries, and Research.Tax is represented by gold coins, luxuries by cups, and research by beakers.
These numbers depend on your tax rate, any developments in the city, anywonders in the city, and any specialist citizens.
Shields:
The bottom bar represents the Production of your workers each turn. Theshields on the left are used up supporting units. Sometimes, in the centerof the bar there may be waste shields.
Production is listed on the right,the more shields here the better. These go towards building the Improvement/Unit in the Production Box(below). If your city cannot support your unitsthey will be disbanded at the end of the turn.
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4.2.5 - Resource Map
Position: LeftThis shows the terrain squares being used in the cities production. Dependingon the terrain, the amount of production will vary.
The citizens canproduce food, production shields, and/or trade. When your population increases another square(if available) will be use for resources.
To changeyour citizens to specialists you must click one of the producing squares.To change producing squares you click the one you want to change, and thenthe one you want to change it to.
4.2.6 - Production Box
Position: Right
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This shows a picture and name of the improvemnet you're producing. It showshow many shields of the total, that have been produced so far, and in Testof Time, tells how many turns are remaining.
To change the unit/improvementclick the Change Box and select from the pop-down menu what you want toproduce.
If you want to finish the current production by the next turn,click buy and if you wish purchase the improvement. In Civilization II, thebuy screen tells how many turns are remaining before the current improvementis finished.
On the Production Menu you can select Auto: this makes theMilitary Advisor, or Domestic Advisor decide which units/improvements areto be built.
Help brings up the relevant civil-pedia entry for whatever ishighlighted. Cheat(only when cheats are enabled) builds a unit/improvement/wonder instantly.
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4.2.7 - Unit Roster
Position: Left
This shows which units are supported by the city. Food and Shield iconsbelow the Units show the support needed by the unit. Clicking on the Unitbrings up a window telling it's exact location, and what you wish to dowith the unit:
No changes, Center map on unit, Center map on unit andclose city screen, order Unit to return home, Disband Unit. I shouldn'tneed to explain these.
4.2.8 - Improvement Roster
Position: Bottom Left
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This lists all the improvements/wonders currently in the city. If theimprovement can be sold, a gold coin icon appears next to the improvement.Click the improvement to sell the improvement. You can only sell oneimprovement per city each turn.
4.2.8 - General Information Box
Position: Bottom Middle
Info:
This shows the units currently in the city and the suppliesand demands of the city, also any pollution in the city. If you click onone of the units the Unit Information screen will appear.
The orders on thisscreen available are: No changes, Clear orders, Sleep / Board next ship,Disband, Activate Unit, Activate Unit and close City Display
Happiness:
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This shows the happiness of the citizens in the city. In Civ2: The first rowshows the happiness of the citizens before any adjustments. The second showsthe happiness after luxuries.
The third after city improvements. The fourthrow shows the citizens happiness after martial law and field duty.
Thefifth row adds the effects of any wonders you control, and is the viewshown in the Population Roster.
Map:
This shows a small map of the world,showing all of its supported units' locations.
View:
This shows a view of your city, with all the Wondersand Improvements.
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4.3 - Getting the best from your surroundings
Try and build a road in every square, and when you acquire railroads buildthem instead.
Try to irrigate all plains/grassland, and when you acquireRefrigeration change them to farmlands. In the beginning, leave forestsas they are because they provide shields. Mine all hills and mountains.
Build Harbours and Offshore Platforms to harvest the sea. Build Supermarkets,Factories, Hydro Plants, Electric Plants, and Solar Plants to increase landproduction.
4.4 - City Defense
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The terrain you build your city on also has a defensive value, as well asproviding you with food, production and trade. The best defensiveterrain squares are: Hills, Mountains, Jungle.
But(there's always a but),the production of these terrain squares is not as good as other squares.If you don't want to build on poor-production squares, Grassland orPlains with rivers through them are recommended.
This has good productionand has a 50 percent defense bonus. Improvements can also increase citydefense: City Wall triples the defense factors of military units in thecity, Barracks allow damaged units to heal quicker.
Coastal Fortressraise the city defense against coastal attacks in seaside cities. SDIDefense protects your city against Nuclear Attacks.
There are a lot certainunits you should have stationed in your city: A Spy/Diplomat will protectfrom espionage, A Destroyer can be brought out to destroy incoming ships,because when a city is attacked from sea, all units attack is lowered toone.
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4.5 - City Growth
As mentioned above, you should irrigate the land surrounding your city toincrease crop yield. You should develop Explosives and Refrigeration, soyou can build Settlers and irrigate the land to farmland.
Also, Farmlandis useless without a Supermarket in the city, so you should build one asearly as possible.
Harbours should be built in seaside cities to gainincreased food from the sea. Also, your population can increase, if yourcity has a "We love the ---- day", while your government type is either aRepublic or a Democracy.
4.6 - Tax/Trade
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This section is all about ways to increase trade. It's not really allabout Tax. Trade is gained - basically - from the terrain surroundingyour cities.
Trade is represented by the arrow icon. Oceans/Sea gainlarge amounts of trade. In the beginning, it seems that your citydoes not produce enough trade, in order to raise Trade production,you should get settlers to build roads (and railroads when you getthem) all around your city.
Improvements to increase Trade are:a Marketplace increases overall trade, a Bank increases the Taxsection of Trade, as does a Stock Exchange.
A Library increasesResearch, as does a University and a Research Lab. A Temple, aCathedral, and a Colosseum increase Luxuries. The Colossus Wonderalso improves Trade in a city, as does Capitalisation.
Other ways to increase Tax are building Caravans or Freight, andsending them to cities far, far away. You can also increase yourcash by building Adam Smith's Trading Company which pays for allone-cost improvement maintenance.
Also, selling and rebuildingimprovements can increase your bank account.Oh yeah, I better tell you how to change Tax Rates. First, clickon Kingdom, then on Tax Rates(at the top of your screen).
Younow can increase and decrease whichever rates you wish, clickingthe boxes to the right, temporarily sets one of the sliders.
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4.7 - Happiness
You have enough because your playing the game, but what about yourcitizens? Are they happy enough? You can check by looking at yourpopulation roster. You always should have more happy people thanunhappy people, if you don't, you're in trouble!
The temperamentof your citizens is based on improvements, military units, andgovernment types. It is also based on which difficulty level youare playing.
In chiefman level, your first 6 citizens start outcontent, in Warlord it's 5, and so on until Deity, where onlyone citizen starts out content. As I was saying, your governmentalso can cause unhappiness.
Under a Despotism citizen unhappinessincreases with the number of cities you have. In Republics andDemocracies every ground or naval unit not in a friendly city maycreate unhappiness.
If your cities have more unhappy people thanhappy people, they go into Civil Disorder, while in disorder yourcities won't produce tax, food, production.
And if you don'tsort out the problem your government will collapse. If yourcity has no unhappy citizens, and at least as many happy ones ascontent ones, you will have a "We love the --- day".
In Anarchythis has no effect, in Despotism your city collects resources asif it was a Monarchy. In a Monarchy/Communism/Fundamentalism yourcity produces as if it was a Democracy. In a Republic or a Democracy your city gains an extra citizen.
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To increase happiness there are many thing you can do:
- Increase Luxuries in your tax rate
- Build Temples, Cathedrals
- Build Wonders: Hanging Gardens, Oracle, Michaelangelo's Chapel,Shakespeare's Theatre, JS Bach's Cathdral , Cure for Cancer
- Have Entertainers in your cities
4.8 - Terrain Basics
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Rivers: Rivers work just like roads when travelling along them.The movement cost is 1/3.
You cannot build roads on . Rivers until you have discovered Bridge Building.Rivers are needed for irrigation. Rivers producean extra trade icon.
Tundra: A Musk Ox provides additional food.Fur provides Fur, more trade
Swamps: Peat - more shields, Spice - Spice, more food, tade
Jungle: Gems - more Trade, Fruits - more Food, Fruits
Plains: Buffalo - more shields, Grain - more Food, Grain
Hills: Coal - more shields, Wine - Grapes, more trade
Mountains: Gold - more trade, Iron - more shields
Ocean: Fish - more food, Whales - more food, trade
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Desert: Oasis - more food, Oil - petrol, more shields
Forest: Pheasant - more food, Silk - more trade
Pollution: decreases production output, caused by large production rates.
Villages: Villages are the home of minor tribes, when you come acrossthese, be sure to enter the square with the hut.
There are numerous outcomes that can happen upon entering a village:A new city is formed, gain knowledge, gain gold, gain military unit, gain settlers, nothing, Find Barabarians.
5) UNITS
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This Section will discuss the Basics of Units, whereas the next Sectionwill discuss Units Individually.
5.1 - Introduction
Units are the "little men" you use to build, settler, fight, and transport.Everything that moves, in other words. There are three basic unit principles(A) Ground (B) Sea(Naval) (C) AirGround units must stay on the ground.
Sea units can only occupy sea squaresand city squares. Air units can occupy any square(well, in TOT, that's notexactly true, but I'll discuss that later), but must return to a city tore-fuel.
5.2 - Statistics
Units have many statistics, but I will discuss the major ones first.
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Attack Strength
This shows the attacking power of a unit(well, duh!). Units with a highattack strength are better at attacking than ones with a low att. strength.
Defense Strength
This shows the defensive capabilities of a unit. I.E. How well it candefend itself. Units with high defense strengths are good at defendingcities.
Movement Points
This indicates how many squares the unit can move each turn. This issubject to terrain.
Hit Points
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This indicates how much damage a unit can substain before dying. A units'current hit points is represented by a coloured bar above their heads.
If it is green, the unit has over two-thirds hp(hit points) remaining.If it is yellow, the unit has between a third and two thirds hp. If thebar is red, the unit has less than a third hp remaining, and needs tobe healed.
Firepower
This indicates how much damage a unit inflicts in each round of combat.The higher the better in attacking units.
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Range
Only Air units have range. This is the ammount of moves they can be outof a city without needing to refuel.
Holds
Only certain naval units have "holds". "Holds" are used to carry groundunits, and in some cases missiles or air units. The more "holds" a sea unit has the more units it can carry.
5.3 - Modes/Status
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How do I heal a unit, you ask. Units are healed when they are in sleep mode,when you skip a turn, and when they are fortified in a city.
Active Status
Active status is the normal status for a unit, you can move them onlywhen they are active.
Sleep Status
Sleep Status is used to heal units and for them to board ships, to senda unit to sleep press the 'S' button. Sleeping units wake up when anenemy unit comes close to them. They then turn to Active Status
Fortified Status
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Fortified units are used to defend cities. To fortify units press the'F' button. Fortifying a unit increases its defense.
5.4 - Specialties
There are many special features, and most are unique to certain units.
Two Space Visibility
Most units only have one space of visibility, i.e. they can only seeopposing units and cities in the immediate surrounding squares.
Ignore Zones of Control
This might be a good place to explain Zones of Control
Ignore Zones of Control
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Now you get the idea of Zones of Control, you can see that there are certainsquares you cannot move to, units with the ability Ignore ZOC, avoid theserules, and can enter any squares of its type(e.g. Ground units with IgnoreZOC cannot enter sea squares).
Can make amphibious assaults
Just like the US Navy SEALs, there are ground units that can attack fromships. Units with this ability can also capture opposing cities from ships.
Submarine advantages
Submarines are invisible to all ships except ones with a certain ability,explained later.
Can attack air units
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Most ground units cannot attack air units, but as you progress you willget units which allow you to attack the steel birds of the sky.
Ships must stay near land
Only a trireme has this ability. It is the first ship you can build, ifyou are not adjacent to a land square at the turns end, there is a 50%chance of your ships loss.
This does not mean you cannot move away fromland at any time, it just means that if the ship does not end the turnbeside land, it may be lost at sea.
Negates City Walls
City Walls improve your city defense. Some units bypass that addition todefense, cities which can do this, have the ability "Negates City Walls".
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Can carry air units
When you discover flight, you will need somewhere to refuel your planesfor long journeys which cross the sea. Units with this ability can holdand move your air units.
Can make paradrops
Units with the Paradrop ability can move to a square within 10 spaceswithout the use of a movement point, by the use of the 'P' button.This can only be done once each turn.
Alpine-Treat all squares as road
Road squares only take a third of a move to go through, and units withthis ability can move their alloted movement points times three.
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x2 on defense versus Horse
This ability is misleading. The unit with it gets a 50% defense bonusagainst any unit with the movement rate of two, not just units on horseback.
Free support for Fundamentalism
This is also misleading. Units with this ability can only be build underfundamentalist governments.
Destroyed after attacking
Exactly what it syas on the tin. Only missiles have this ability.
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x2 defense versus air
Units with this ability get a 100% defense bonus against all air andmissile units.
Unit can spot submarines
Units with this ability can see adjacent units with the Submarine Advantagesability.
Settles
Only Settlers and Engineers can perform this function. They can build roadsand Rail Roads with 'R', Irrigate with 'I', mine with 'M' and transformterrain with 'T'
May transport ground units
Many ships have this ability. The "holds" amount, shows the number ofunits the ship can hold.
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6) UNITS IN-DEPTH
6.1 - Settlers
Advance Required: None
Obsolescence: Explosives
Domain: Ground
Movement: 1
Attack: 0
Defense: 1
Hit Points: 20
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Fire Power: 1
Cost to Build: 40 Shields
AI Role : Settle
Ability : Settles
Description :
When cities grew to a size where the resources were insufficient toadequately insure a decent standard of living for the populace,adventerous groups of citizens set out on their own search ofa place to build a new city.
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Once a suitable site was found, thesettlers would build their new homes, and develop the land surroundingthe city.
Eventually, the whole process repeated, and the new citywould send out settlers of its own.
This process allowed civilizationsto grow throughout history, from the empires of the ancient world tothe discovery and settlement of the New World.
Comments:
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Settlers are your primary tool in the early game, they let you build newcities and expand current ones. They also let you build roads between yourcities.
6.2 - Engineers
Advance Required: Explosives
Obsolescence: None
Domain: Ground
Movement: 2
Attack: 0
Defense: 2
Hit Points: 20
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Fire Power: 1
Cost to Build: 40 Shields
AI Role: Settle
Ability: Settles, Ignores ZOC
Description:
As technology progressed throughout the centuries, people began tospecialize in a single skill or field of knowledge.
The early pioneerswho acted in the multiple roles of farmers, builders, and just aboutany other occupation required by their situation, were replaced byengineers specifically trained in a single discipline.
Specilizedtraining provided engineers the time and the skill necessary toaccomplish feats of construction and environmental manipulation neverbefore experienced in history.
Comments:
More Civilization 2 Tips:
Engineers are the advanced form of Settlers, they settle twice as fast asSettlers.
6.3 - Warriors
Advance Required: None
Obsolescence: Feudalism
Domain: Ground
Movement: 1
Attack: 1
Defense: 1
Hit Points: 10
Fire Power: 1
Cost to Build: 10 Shields
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AI Role: Defend
Ability: None
Comments:
Use these to explore the surrounding lands at the beginning of the game, asthey are the cheapest unit in the game.
6.4 - Phalanx
Advance Required: Bronze Working
Obsolescence: Feudalism
More Civilization 2 Tips:
Domain: Ground
Movement: 1
Attack: 1
Defense: 2
Hit Points: 10
Fire Power: 1
Cost to Build: 20 Shields
AI Role: Defend
Ability: None
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Description:
The phalanx was a military formation developed in Greece, and perfectedin Macedonia. It consisted of a large group of soldiers in ranks andfiles, usually from 8 to 32 men deep, armed with spears, swords, andlarge shields.
The first five ranks of men pointed their weaponsforward, forming a bristling barrier of spearpoints, while the otherskept their spears upright to deflect incoming missiles.
An enemy haddifficulty approaching this formation. The attacking army was faced witha densely packed body of warriors, who were often advancing on therun.
This usually caused the attackers to give ground rather than riskbeing impaled. Unfortunately, the phalanx lacked maneuverability,and became less prevalent when enemy forces became more professionaland learned to outflank the formation.
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Comments:
Build a few of these to defend each of you cities in the early-game.
6.5 - Archers
Advance Required: Warrior Code
Obsolescence: Gun Powder
Domain: Ground
Movement: 1
More Civilization 2 Tips:
Attack: 3
Defense: 2
Hit Points: 10
Fire Power: 1
Cost to Build: 30 Shields
AI Role: Defend
Ability: None
Description:
More Civilization 2 Tips:
The bow and arrow, invented in prehistoric times, greatly improvedthe hunting skills of early man, allowing him to kill his targetsfrom a distance.
The bow was eventually adapted for use in battle,and was first used by Egyptian, Persian and Assyrian armies asearly as 5000 BC.
The range provided by the bow allowed smallforces of archers torout armies of a superior number who were armedwith hand-to-hand weapons.
Archers were often used to soften enemyresistance prior to sending in mounted and skirmishing forces.Refinements in design and construction allowed the bow to remainan effective weapon until it was finally replaced by firearms inthe 1500's.
Comments:
If you plan on mounting an early attack on an opponent, Archers willbe your number one choice because of their low cost.
6.6 - Legion
More Civilization 2 Tips:
Advance Required: Iron Working
Obsolescence: Gun Powder
Domain: Ground
Movement: 1
Attack: 4
Defense: 2
Hit Points: 10
Fire Power: 1
Cost to Build: 40 Shields
AI Role: Defend
Ability: None
More Civilization 2 Tips:
Description:
The Roman Legions, created during the early wars of the Republic andtested during the three Punic Wars against Carthage, were thefighting force that conquered and held the Roman Empire for fivecenturies.
Each legion was composed of 6000 men, divided into 60smaller groups known as centuries. Nearly unstoppable on the attack,the legion was relatively weak on defense.
The legion's demiseas a military unit was accelerated by the destruction of theEmperor's Valens' army by gothic knights in the 4th Century.
Comments:
More Civilization 2 Tips:
As well as Archers, Legions(or is it Legionaires?) should be used inearly combat situations.
6.7 - Pikeman
Advance Required: Feudalism
Obsolescence: Gun Powder
Domain: Ground
Movement: 1
Attack: 1
Defense: 2
More Civilization 2 Tips:
Hit Points: 10
Fire Power: 1
Cost to Build: 20 Shields
AI Role: Defend
Ability: x2 on Defense vs. Horse
Description:
The growing deployment of knights on the battlefield demanded thatfoot soldiers develop new means of fighting that would lessen theirvulnerability against mounted opponents.
One of the best ways to dothis was to lengthen the reach of the infantrymen by arming themwith long sturdy spears known as pikes.
Massed infantry armed withpikes, in conjunction with archers, managed to even the battlefieldodds.
Armies equipped in this manner managed to hold their own untilthe invention of gunpowder made knights a thing of the past.
More Civilization 2 Tips:
Comments:
These replace Warriors and Phalanx(es). They will become the new defendersof your city.
6.8 - Musketeers
Advance Required: Gun Powder
Obsolescence: Conscription
Domain: Ground
Movement: 1
Attack: 3
More Civilization 2 Tips:
Defense: 3
Hit Points: 20
Fire Power: 1
Cost to Build: 30 Shields
AI Role: Defend
Ability: None
Description:
One of the most important developments in the history of warfare wasthe invention of firearms. Originally developed in the 14th Century,firearms evolved quickly, and by the late 17th Century flintlockmuskets had become commonplace in battle.
Musketeers, who wererelatively inexpensive to equip and train, proved a deadly foe forthe knights who had dominated the battlefield for so many years.
Armies were often comprised of a combination of musketeers, cannon,and knights, each complimenting the strengths and weaknesses ofone another.
Large forces of musketeers within a fortress or behindcity walls proved an exceedingly difficult obstacle to an attackingarmy. Muskets were the primary firearm in use until they werereplaced by repeating rifles in the Mid-19th Century.
More Civilization 2 Tips:
Comments:
Musketeers replace Pikemen as your city defenders, and also becomeone of your primary attackers.
6.9 - Fanatics
Advance Required: Fundamentalism
Obsolescence: None
Domain: Ground
Movement: 1
More Civilization 2 Tips:
Attack: 4
Defense: 4
Hit Points: 20
Fire Power: 1
Cost to Build: 20 Shields
AI Role: Defend
Ability: Free support under fundamentalism
Description:
More Civilization 2 Tips:
Certain circumstances, such as strong religious beliefs or a totalitarian system of governement, can "inspire" citizens orfactions to nationalism that approaches maniacal fervor.
Fanatical Groups can often suceed in seemingly hopeless situations,fighting and defeating superior enemy forces.
Often, fanaticspursue military and terrorist activity for years, even decades,before they can be caught or stopped.
Their strength for both attackand defense comes from their willingness to fight for the ideals theybelieve in, and, if necessary, sacrifice their lives in the name oftheir cause.
Comments:
More Civilization 2 Tips:
I don't really use Fanatics, but they're a cheap army under afundamentalist government.
6.10 - Partisans
Advance Required: Guerrila Warfare
Obsolescence: None
Domain: Ground
Movement: 1
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Attack: 4
Defense: 4
Hit Points: 20
Fire Power: 1
Cost to Build: 50 Shields
AI Role: Defend
Ability: Treats all squares as road, Ignores ZOC
Description:
More Civilization 2 Tips:
Partisans are militant groups who pledge their support to a leader ora system of government. Partisans differ from fanatics in theirmethods.
Whereas fanatics are usually radicals prone to use terroristtactics, partisans are usually trained soldiers who practice the moreorganized tactics of guerrila warfare.
Partisan groups have existedat various times throughout history.
Parisans were particularlyactive in the Nazi occupied countries of Europe during World War II,where their acts of sabotage against their conquerors often keptgerman troops busy quelling partisan uprisings while they should havebeen fighting on the front lines.
Because of their unflaggingdedication to their cause, partisans make formidable opponents.
Comments:
More Civilization 2 Tips:
Partisans a.k.a. The most annoying unit in the game. I never buildthese. But every time you capture an opponent city in the late game,these appear and try to take it back.
6.11 - Alpine Troops
Advance Required: Tactics
Obsolescence: None
Domain: Ground
Movement: 1
Attack: 5
Defense: 5
Hit Points: 20
Fire Power: 1
More Civilization 2 Tips:
Cost to Build: 50 Shields
AI Role: Defend
Ability: Treat all squares as road
Description:
In the colder regions of the world, where winter months tend to leavethe ground snow covered, skiing often became one of the most reliablemeans of transportation.
In the alpine countries of Europe, it becamecommonplace to train special groups of soldiers to take advantageof the snow covered, mountainous terrain by travelling on skis.
This proved to be a huge advantage, especially if the enemy forceswere not likewise equipped.
In November 1939, for example, duringthe Russo-Finnish War, the Finns managed to cut off the supply andcommunication lines of the vastly superior Russian army through theuse of their extremely mobile ski troops, and the Finns continuedto hold an advantage throughout the winter months.
Alpine Troopscontinue to be trained and utilized in military forces of thepresent day.
More Civilization 2 Tips:
Comments:
One of the most useful units in the late game, because of theirmaneuvarability. They are guaranteed to move 3 squares each turn,no matter what terrain.
6.12 - Riflemen
Advance Required: Conscription
Obsolescence: None
Domain: Ground
Movement: 1
Attack: 5
Defense: 4
More Civilization 2 Tips:
Hit Points: 20
Fire Power: 1
Cost to Build: 40 Shields
AI Role: Defend
Ability: None
Description:
Two developments in the 19th Century made early firearms such as the muskets obsolete. The first was the use of a spiral grrove, or"rifling", inside the barrel of a gun.
Second, was the development ofthe repeating rifle, which could fire multiple shots before itrequired reloading.
The rifle was a better weapon than its ancestors,with much more accuracy over a greater range than the musket.Riflemen were first employed in large numbers during the AmericanCivil War.
The rifle gave a strong defensive advantage, since riflemencould fire several times while the attackers advanced.
This was normallyenough to hold any position. Riflemen held the advantage on thebattlefield until the appearance of armoured attack vehicles.
More Civilization 2 Tips:
Comments:
Riflemen replace Musketeers as the defenders of your city. You alwaysshould have at least 2 of these in each city.
6.13 - Marines
Advance Required: Amphibious Warfare
Obsolescence: None
Domain: Ground
Movement: 1
More Civilization 2 Tips:
Attack: 8
Defense: 5
Hit Points: 20
Fire Power: 1
Cost to Build: 60 Shields
AI Role: Attack
Ability: Can make amphibious assaults
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Description:
The marines are the branch of the military service that operatesseparately, but is under the ultimate control of the secretary ofthe navy.
The Marine Corps is a combined branch of the military;their training prepares them to carry out integrated land, sea, and air operations.
The first marines were commissioned duringthe American Revolution, only to be inactivated after the war.The Marine Corps was then permanently reestablished by Congressin July 1798.
Legendary for their toughness, rigid codes ofbehavior, and adaptability, they have played an important rolein almost every major war and conflict of the 19th and 20thcenturies.
Comments:
More Civilization 2 Tips:
These will be your primary attack force in the late game, put themon a transport and attack from it.
6.14 - Paratroopers
Advance Required: Combined Arms
Obsolescence: None
Domain: Ground
Movement: 1
Attack: 6
Defense: 4
More Civilization 2 Tips:
Hit Points: 20
Fire Power: 1
Cost to Build: 60 Shields
AI Role: Defend
Ability: Can make paradrops
Description:
Although the idea of the parachute was suggested in the 16th Centurydrawings of Leonardo da Vinci, the first parachute was not inventeduntil the late 1700's.
For years, parachutes were standard emergencyequipment for balloonists. Claire Chennault, an American pioneer ofaviation pursuit tactics during World War I, was the first to suggestusing parachutes to drop troops behind enemy lines. This idea waswidely used.
Paratroopers were flown behind enemy lines in transportplanes and dropped from low altitude, allowing them to attack theenemy from behind. Today, paratroopers are usually highly-trainedspecial forces personnel, trained to covertly infiltrate enemyterritory.
More Civilization 2 Tips:
Comments:
Paratroopers are one of the best units in the game, after attackinga city with your forces and taking out the defense, you then Paradropin and take the city.
6.15 - Mechanized Infantry
Advance Required: Labor Union
Obsolescence: None
More Civilization 2 Tips:
Domain: Ground
Movement: 3
Attack: 6
Defense: 6
Hit Points: 30
Fire Power: 1
Cost to Build: 50 Shields
AI Role: Defend
Ability: None
More Civilization 2 Tips:
Description:
The introduction of armored tanks meant that armies could quicklybreak through enemy defensive positions and move agressiveley forwardon the battlefield.
Such a quick advance, however, left the groundwon in the advance largely undefended. Mechanized Infantry, which wasfirst used during World War II, was designed to be able to move inquickly and defend the area behind the tanks.
Infantry were mountedin armored vehicles, such as half-tracks and Armored Personnel Carriers(APCs), to carry them quickly and safely along with the rapidlyadvancing armored divisions.
Comments:
Get these early because they can turn the game around for whoever getsthem. They have good attack and defense and are not too expensive.
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6.16 - Horsemen
Advance Required: Horseback Riding
Obsolescence: Chivalry
Domain: Ground
Movement: 2
Attack: 2
More Civilization 2 Tips:
Defense: 1
Hit Points: 10
Fire Power: 1
Cost to Build: 20 Shields
AI Role: Attack
Ability: None
Description:
More Civilization 2 Tips:
The necessity for speed and mobility in times of war was recognized even in ancient times.
The infantrymen of some ancient armies wouldride horses to get from one engagement to another, dismounting tofight when they reached the battlefield.
Because of their speed,horsemen could also be used as scouts to pinpoint enemy positions.
In the second century BC, the Chinese invention of the stirrupallowed this concept of mobility to go one step further.
Stirrupsprovided the stability and leverage necessary to allow soldiers tofight from horseback, leading to the earliest examples of cavalryunits.
Continuous developments in arms and armor eventually ledto knights, dragoons, and finally the advanced cavalry of the18th and 19th Century.
Comments:
More Civilization 2 Tips:
I don't really use Horsemen, because of their poor attack againstPikemen. And, anyway, the early game is not where the wars shouldhappen, it is for discovery and learning.
6.17 - Chariot
Advance Required: The Wheel
Obsolescence: Polytheism
Domain: Ground
Movement: 2
More Civilization 2 Tips:
Attack: 3
Defense: 1
Hit Points: 10
Fire Power: 1
Cost to Build: 30 Shields
AI Role: Attack
Ability: None
Description:
The chariot was the first true fighting vehicle. It was used by ancientarmies to transport archers and other troops to the battlefield,where they would disembark and fight.
The chariot was turned into afearsome offensive weapon by the Assyrians, whose archers and spearmen fought from inside the chariot itself.
Few enemies were able towithstand the onslaught of Assyrian Chariots. This devasting formof attack was soon adopted by many of the Assyrian's enemies, whoused the chariot against them with good effect.
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Comments:
I never use chariots. Like I said above, I don't fight in the early game.
6.18 - Elephant
Advance Required: Polytheism
Obsolescence: Monotheism
Domain: Ground
Movement: 2
More Civilization 2 Tips:
Attack: 4
Defense: 1
Hit Points: 10
Fire Power: 1
Cost to Build: 40 Shields
AI Role: Attack
Ability: None
Description:
More Civilization 2 Tips:
The elephant is the largest living land mammal, reaching a size of10 to 13 feet in height depending on the species.
Descended from theancient mammoths and mastodons, elephants can be trained to servehumans in many fields of endeavor. One such use of elephants in ancienttimes was as beasts of war.
Elephants were used in battle againstAlexander the Great in 326 BC, and they were used both as pack animalsand in battle by Hannibal of Carthage in his famous alpine crossing in218 BC.
Although generally impractical as mounts due to their slow speed,the mere mental impact of seeing such massive beasts included in theadvancing enemy ranks could provide the attacker with an element ofsurprise.
Comment:
More Civilization 2 Tips:
They may have good attack strength, but if they get attacked they dieeasily.
6.19 - Crusaders
Advance Required: Monotheism
Obsolescence: Leadership
Domain: Ground
Movement: 2
Attack: 5
Defense: 1
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Hit Points: 10
Fire Power: 1
Cost to Build: 40 Shields
AI Role: Attack
Ability: None
Description:
Between 1095 and 1270, European Christians waged a series of wars knownas the Crusades. These holy wars, sanctioned by the Pope, were fought tofree the Christian Holy Lands from Muslim control.
The crusadersthemselves were a mixed lot, with many different backgrounds and reasonsfor fighting. However, most of them joined the ranks out of religiousfervor, and a feeling that their personal salvation was guaranteed whenfighting for such a holy cause.
Despite the fact that the crusaders foughtwith all the strength of their religious conviction, the Crusadesaccomplished very little in a military sense; however, the Europeaneconomy and a desire for exploration was greatly increased.
More Civilization 2 Tips:
Comments:
I use rarely, but when I do they come in truckloads. If you are at war,and you can build these, go ahead.
6.20 - Knights
Advance Required: Chivalry
Obsolescence: Leadership
Domain: Ground
Movement: 2
Attack: 4
More Civilization 2 Tips:
Defense: 2
Hit Points: 10
Fire Power: 1
Cost to Build: 40 Shields
AI Role: Attack
Ability: None
Description:
More Civilization 2 Tips:
Knights were heavily armored, mounted men-at-arms in medieval Europe.Like the samurai of ancient Japan, knights followed a strict codethat covered their behavior both in battle and in their personalpursuits.
Fighting astride powerful horses, armored knights had adistinct advantage over enemies on foot and remained the dominantforce on the battlefield when battles were primarily fought hand-to-hand. Occasionally, brilliant tactics allowed kinghts to beoutmaneuvered, but it wasn't until the development of gunpowder thatknights were rendered obsolete.
Comment:
More Civilization 2 Tips:
How I love knights, its not like the are a mean fighting unit, it'sjust that I am enthralled by the medieval era. If you are waging awar in the mid-game, use knights for their high attack strength.
6.21 - Dragoons
Advance Required: Leadership
Obsolescence: Tactics
Domain: Ground
Movement: 2
Attack: 5
Defense: 2
Hit Points: 20
Fire Power: 1
More Civilization 2 Tips:
Cost to Build: 50 Shields
AI Role: Attack
Ability: None
Description:
Dragoons war mounted soldiers armed with short muskets who fought,both on horseback and on foot, during the time of the AmericanRevolution.
The name comes from the French word for "dragon", andrefers to the "fire breathing weapons" used by these troops.British general John Burgoyne utilized a force of Hessian dragoonsto attack an American Supply base at the Battle of Bennington in 1777.
Despite their large numbers, the dragoon mercenaries were severelyrouted by several detachments from the New Hampshire militia.
More Civilization 2 Tips:
Comment:
These replace Knights as your primary mid-game attack unit. In a war,you'll need many of these to survive.
6.22 - Cavalry
Advance Required: Tactics
Obsolescence: Mobile Warfare
Domain: Ground
Movement: 2
Attack: 8
Defense: 3
Hit Points: 20
More Civilization 2 Tips:
Fire Power: 1
Cost to Build: 60 Shields
AI Role: Attack
Ability: None
Description:
Cavalry are mounted soldiers trained to fight on horseback. Because oftheir speed, cavalry units were often used for reconnaissance missionsand hit-and-run raids on enemy installations and troops.
Althoughwarriors fighting from horseback with a variety of weapons dates backto ancient Egypt, horse mounted cavalry as we generally think of ittoday actually began in the late 1700's.
Under Napoleon, the cavalrybecame an elite force, frequently deployed simultaneously with footsoldiers, to mask the movements of the main battle force.
Cavalry wereused extensively in the American Civil War, and in other conflictsthroughout the mid to late 19th Century. When the repeating riflereplaced earlier single-shot firearms, horse-mounted troops becameeasy targets for infantrymen.
The South African War from 1899 to 1902,was the last major conflict where cavalry played a major role.
Today,the roles once performed by horse-mounted cavalry have been assumedby troops utilizing armored assault vehicles and aircraft.
More Civilization 2 Tips:
Comments:
Cavalry have a great attack strength, so use it to your adavantage.
6.23 - Armor
Advance Required: Mobile Warfare
Obsolescence: None
Domain: Ground
More Civilization 2 Tips:
Movement: 3
Attack: 10
Defense: 5
Hit Points: 30
Fire Power: 1
Cost to Build: 80 Shields
AI Role: Attack
Ability: None
Description:
More Civilization 2 Tips:
The rise in the use of semi-automatic and automatic firearms in the late19th and early 20th century led to the demise of horse-mounted cavalry.
Attackers lost a significant advantage in both scouting anddeployment as a result of the cavalry's vulnerability.
It was only withthe development of tanks, armored mobile attack vehicles equipped withjigh-caliber guns, that a weapon was found which could once more be usedto punch a hole through enemy field forces.
First appearing in WorldWar I, armored attack vehicles moved quickly and struck with power,while still possessing an effective defense strength. Tanks are a powerfulweapon against any ground unit.
Comments:
These replace Cavalry, and are a much better attack force. You will usethese in many of your late-game attacks.
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6.24 - Catapult
Advance Required: Mathematics
Obsolescence: Metallurgy
Domain: Ground
Movement: 1
Attack: 6
Defense: 1
Hit Points: 10
Fire Power: 1
Cost to Build: 40 Shields
More Civilization 2 Tips:
AI Role: Attack
Ability: None
Description:
The catapult was on of the earliest forms of atillery. It was a largemechanical arm that propelled heavy stones and other missiles from agreat distance, battering down walls and inflicting damage on buildingsand defenders.
Though cumbersome and nearly useless on the battlefield,the catapult was an effective weapon for attacking cities and fortifiedenemies.
Comments:
These are used in early-game combat situations but always must beaccompanied by a good defensive unit, because of their vulnerability.
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6.25 - Cannon
Advance Required: Metallurgy
Obsolescence: Machine Tools
Domain: Ground
Movement: 1
Attack: 8
Defense: 1
Hit Points: 20
Fire Power: 1
Cost to Build: 40 Shields
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AI Role: Attack
Ability: None
Description:
Closely following the invention of Gunpowder, the development of thecannon caused a revolution in seige warfare.
Invented by a German Monkin the 14th century, early cannons used gunpowder charges to fire rocksor metal balls.
The cannon forced a redesign of most fortifications because the straight, high walls surrounding most cities could be easilydestroyed by direct fire.
This was the fate of the walls ofConstatinople, which had held against countless seiges for over athousand years. The cannon quickly assumed an important position on thebattlefield.
More Civilization 2 Tips:
Comments:
Cannons replace Catapults, and when used should always be accompaniedby a defensive unit.
6.26 - Artillery
Advance Required: Machine Tools
Obsolescence: Robotics
Domain: Ground
Movement: 1
Attack: 10
More Civilization 2 Tips:
Defense: 1
Hit Points: 20
Fire Power: 2
Cost to Build: 50 Shields
AI Role: Attack
Ability: None
Description:
Artillery is a general term covering several varities of large caliberweapons including mortars and field guns. Mortars fire an explosiveprojectile in a high arc, and are particularly effective against smallconcealed targets.
Field guns, long-range weapons that fire theirprokectiles in a flat arc, are used primarily for their ability topenetrate hard targets.
Powerful enough to batter opposing forces evenbehind the strongest fortifications, artillery is also able to movequickly from one firing position to another.
This is an importantcapability when fighting a moving battle or avoiding enemy fire.
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Comments:
These replace Cannon, and are another good improvement. They have anincreased attack rate, as well as increased Firepower.
6.27 - Howitzer
Advance Required: Robotics
Obsolescence: None
Domain: Ground
Movement: 2
Attack: 12
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Defense: 2
Hit Points: 30
Fire Power: 2
Cost to Build: 70 Shields
AI Role: Attack
Ability: Ignores city walls
Description:
The howitzer is a specially designed piece of atillery. As originallydesigned, the howitzer was a cross between the short-ranged mortar andthe long-ranged field gun.
When fired in a high arc, the howitzer shellwas able to achieve the mortar's effectiveness against small,concealed targets.
When fired in a flat trajectory, the shell had morerange than the mortar and the penetration power of the field gun.
Howitzers were easier to transport than other types of heavy artillerydue to their smaller size, and could be mounted on wheels and towedby a truck.
Modern light howizters fire a variety of specialisedammunition, and their accuracy now makes them more effiecent and lethalthan older heavy howitzers and field guns.
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Comments:
The howitzer replaces the artillery. The howitzer has the highest attackstrength of any ground unit. It also has the added bonus of being able tomove two squares a turn.
6.28 - Fighter
Advance Required: Flight
Obsolescence: Stealth
Domain: Air
Movement: 10
Range: 1
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Attack: 4
Defense: 3
Hit Points: 20
Fire Power: 2
Cost to Build: 60 Shields
AI Role: Air Superiority
Ability: Ignores ZOC, Ignores City Walls, Can attack aircraft
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Description:
The earliest military aircraft were used primarily in a reconnaissancerole.
In 1915, during World War I, aircraft designer Anthony Fokkerdeveloped a gear system that allowed a plane-mounted machine gun tofire through the propellor, giving birth to the first fighter aircraft.
The fighter's mission was to shoot down enemy reconaissance and fighterplanes. Later, as the use of bombers became more widespread, fighterswere called upon to act as interceptors against enemy bombing runs andescorts for friendly bombers.
The best way to ensure the safe passageof friendly bombers to their selected targets is the destruction ofenemy fighters.
Comments:
More Civilization 2 Tips:
When you discover flight, build these! Send them out, attack, return.And again...and again...and again....
6.29 - Bomber
Advance Required: Advanced Flight
Obsolescence: Stealth
Domain: Air
Movement: 8
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Range: 2
Attack: 12
Defense: 1
Hit Points: 20
Fire Power: 2
Cost to Build: 120 Shields
AI Role: Air Superiority
Ability: Ignores ZOC, Ignores City Walls
Description:
More Civilization 2 Tips:
The bombing of strategic targets from the air dates back to thebeginning of World War I, when the Germans used Zepplins to bombParis and London.
Because zepplins proved to be extremely vulnerable,they were withdrawn from war in favor of airplanes. By the end ofWorld War I, planes were being designed specifically as bombers.
Thebomber's job is to carry bombs into enemy territory, normally beyondthe range of artillery, and destroy targets of military and economicvalue.
Bombers were often designed for specific missions, such asattacking ships, bombing vehicles and railroads, daylight precisionbombing, and carpet bombing.
Comments:
More Civilization 2 Tips:
These will be your primary attack force for a lengthy period untilyou discover stealth, but until you do, use these to capture cities.
6.30 - Helicopter
Advance Required: Combined Arms
Obsolescence: None
Domain: Air
Movement: 6
Range: Infinite
Attack: 10
Defense: 3
More Civilization 2 Tips:
Hit Points: 20
Fire Power: 2
Cost to Build: 100 Shields
AI Role: Air Superiority
Ability: Ignores ZOC, Ignores City Walls, Can spot submarines
Description:
The concept that was to become the modern helicopter was firstexplored by artist/engineer Leonardo da Vinci. He made sketches ofrotor-driven aircraft in the early 16th century.
It was not until 1939,however, that the first practical helicopter design was developed.Helicopters have a distinct advantage over fixed-wing aircraft in thatthey can take off and land vertically.
This makes it possible forhelicopters to operate in many places that would be too small toaccommodate a runway.
Today, helicopters are used in civilian roles asrescue vehicles and by law enforcement agencies. All branches of themilitary utilize many different types of helicopters, from giant cargoand troop carriers to fast and maneuvarble gunships used as air supportfor ground troop operations.
More Civilization 2 Tips:
Comments:
This, in my humble opinion, is the best unit in the game. It has anattack of 10, it can take enemy cities, and it doesn't need to refuel.
6.31 - Stealth Fighter
Advance Required: Stealth
Obsolescence: None
Domain: Air
Movement: 14
Range: 1
More Civilization 2 Tips:
Attack: 8
Defense: 4
Hit Points: 20
Fire Power: 2
Cost to Build: 80 Shields
AI Role: Air Superiority
Ability: Ignores ZOC, Ignores City Walls, Can attack aircraft
Description:
Starting in the second world war, radar technology came into widespreaduse both for detection and targeting of aircraft.
Because of this, aeronautical engineers began searching for ways to make aircraft less"visible" to electronic tracking and weapon systems.
The earliest stealthtechnologies consisted of coating aircraft with materials that wouldabsorb rather than deflect a radar signal.
In the late 1970s, designsincorporating this technology, as well as a unique fuselage shapedesigned to deflect radar away from its source, were prototyped. Thefirst true stealth fighter, the Lockheed F-117A, flew for the first time on June 18, 1981.
This fighter, incorporating the latest anti-radar andanti-thermal innovations, is capable of entering enemy territory,delivering its payload, and returning to base with little chance of detection.
These unique, black aircraft served well in the Persian GulfWar in 1991, and have served as a basis for further development ofstealth aircraft technology.
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Comments:
These replace Fighters, and have twice the attack strength and a greaterrange, which makes them a formidable unit in the late-game.
6.32 - Stealth Bomber
Advance Required: Stealth
Obsolescence: None
Domain: Air
Movement: 12
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Range: 2
Attack: 14
Defense: 5
Hit Points: 20
Fire Power: 2
Cost to Build: 160 Shields
AI Role: Air Superiority
Ability: Ignores ZOC, Ignores City Walls
Description:
Concurrent with the development of a stealth fighter, aeronautical engineers began to apply stealth technology to a full-scale bomber.
The B-1B Bomber, which went into service in 1986 as a replacementfor the B-52, incorporated some of these innovations.
The radarsignature of the B-1B was reduced to a mere 1 percent that of the B-52due to its low cross-section and its minimal use of radar-reflective,hard-edged services.
Soon after the B-1B entered service, the U.S. AirForce commissioned Northrop to develop a true stealth bomber as aneventual replacement.
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First revealed to the public in 1988, the B-2Stealth Bomber uses a flying wing similar in shape to the F-117AStealth Fighter.
The flying wing design reduces the profile of theB-2 by incorporating its engines into the body of the plane. Theengine exhausts and intakes are shielded to prevent infrared tracking.
The B-2 also makes use of curved surfaces and radar-absorbing materialsto enhance its "invisibility", and make it far less detectable than theB-1B.
As of the late 1980s, it was announced that the 132 B-2's wouldbe constructed, and would enter service sometime in the 1990s.
Comment:
These are absolutely magnificent, if you haven't got these in the lategame, get them, and lots of them.
Whats better than a 14 attack strength?You may say a missile, but they can't be re-used. You'll get to attack thecity every turn until its falls into your hands.
6.33 - Trireme
Advance Required: Map Making
More Civilization 2 Tips:
Obsolescence: Navigation
Domain: Sea
Movement: 3
Attack: 1
Defense: 1
Hit Points: 10
Fire Power: 1
Cost to Build: 40 Shields
Holds: 2
AI Role: Sea Transport
Ability: Must stay near land, Transports ground units
Description:
More Civilization 2 Tips:
The trireme was the first ship designed for war. Introduced by theGreeks, triremes were powered by three banks of oars on each side,manned by well-trained oarsmen.
These oarsmen were highly paidprofessionals or patriotic citizens, not slaves and prisoners asdepicted in fiction. A huge bronze "beak", mounted on the bow of theship was used to ram and sink enemy ships.
Because of its long, narrowhull, the trireme was very unstable in all but the calmest waters, andas a consequence its crew rarely ventured out of sight of land for longperiods of time, lest the ship be caught in a storm and sunk.
Comments:
Don't bother building these, because you can discover ones that canstray from land, a short time later.
6.34 - Caravel
Advance Required: Navigation
More Civilization 2 Tips:
Obsolescence: Magnetism
Domain: Sea
Movement: 3
Attack: 2
Defense: 1
Hit Points: 10
Fire Power: 1
Cost to Build: 40 Shields
Holds: 3
AI Role: Sea Transport
Ability: Transports ground units
Description:
More Civilization 2 Tips:
The caravel was a small sailing ship with three or four masts, a broadbow, and a high narrow stern. Though often used as a warship, the caravelcould also carry over 100 metric tons of cargo.
Caravels were commonlyused by the Spanish and Portuguese for both commerce and exploration.Christopher Colombus' three ships, the "Nina", "Pinta", and "Santa Maria"were all caravels.
Comments:
These replace triremes, and are much, much better. They can stray awayfrom land and even have a better attack. These will be used to exploreother islands in the early-game.
6.35 - Galleon
Advance Required: Magnetism
Obsolescence: Industrialization
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Domain: Sea
Movement: 4
Attack: 0
Defense: 2
Hit Points: 20
Fire Power: 1
Cost to Build: 40 Shields
Holds: 4
AI Role: Sea Transport
Ability: Transports ground units
Description:
More Civilization 2 Tips:
By the late 15th century, oar-powered vessels had all but disappearedfrom the world's oceans, to be replaced by sailing vessels of varioustypes.
The galleon was one such vessel. Galleons were three- orfour-masted ships, built high in both the forecastle and the stern.
Developed in the 15th and 16th century, these versatile ships weremainly used as cargo vessels, although they were sometimes outfittedas light warships as well.
Ships of this type served European nationswell in to the 1700s.
Comment:
These replace the caravel, with a higher hold capacity, but they haveno attack rate. They are only used for exploration.
6.36 - Frigate
More Civilization 2 Tips:
Advance Required: Magnetism
Obsolescence: Electricity
Domain: Sea
Movement: 4
Attack: 4
Defense: 2
Hit Points: 20
Fire Power: 1
Cost to Build: 50 Shields
Holds: 2
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AI Role: Naval Superiority
Ability: Transports ground units
Description:
The frigate was a fast and powerful sailing warship that eveolvedto fill several important naval roles, primarily to raid enemyshipping.
These three masted ships were lighter and faster than theEuropean great ship or man-of-war, and usually carried 36 or fewerguns.
The frigate was powerful enough to overcome most of itsprospective opponents and fast enough to escape those it could notoutgun.
Because of their speed and strength, frigates were often employedas escorts for merchant vessels during times of war.
The frigate remainedthe most useful and dominant naval vessel until the development ofthe Ironclad.
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Comments:
These also replace the Caravel, and become the ruler of the seas inall battles. If you plan on waging a naval war, these'll be yourprimary assault force.
6.37 - Ironclad
Advance Required: Steam Engine
Obsolescence: Electricity
Domain: Sea
Movement: 4
Attack: 4
Defense: 4
Hit Points: 30
Fire Power: 1
Cost to Build: 60 Shields
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Holds: 0
AI Role: Naval Superiority
Ability: None
Description:
Ironclads were the forerunners of future generations of armored navalvessels. Instead of simple wooden hulls found on other ships at the time,Ironclads were covered with strong metal plating.
This plating madethem nearly impervious to large-caliber exlosive shells that wouldeasily penetrate and destroy wooden vessels.
Ironclads made their firstappearance during the American Civil War, and quickly gained dominanceover other ships of that era.
Perhaps the most famous naval battle ofthe Civil War was the battle between the confederate ironclad "Merrimack",and the union ironclad "Monitor", which lasted for several hours beforethe "Merrimack" was forced to withdraw.
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Comments:
Only build these if you are deep in war, because better ships will comealong quickly(if you're a democracy, anyway).
6.38 - Destroyer
Advance Required: Electricity
Obsolescence: None
Domain: Sea
Movement: 6
Attack: 4
Defense: 4
Hit Points: 30
Fire Power: 1
Cost to Build: 60 Shields
More Civilization 2 Tips:
Holds: 0
AI Role: Naval Superiority
Ability: Can spot enemy submarines
Description:
Destroyers are small escort ships that serve a variety of usefulfunctions. These light, fast vessels were used extensively in WorldWar II to provide air and sea cover for carrier groups.
One of theprimary functions of the destroyers to locate and destroy enemysubmarines.
Using their sonar equipment to locate the subs, and theirbatteries of depth charges and torpedoes to destroy them, the destroyerforces of World War II were the key to the success of many crucialnaval operations.
Modern destroyers are still used in much the samerole, as escorts for larger vessels and as submarine hunters.
Inaddition to five-inch guns, the arsenal of today's destroyer includesantisubmarine helicopters, anti-ship cruise missiles, and the Phalanxsystem for defense against anti-ship missiles.
Comments:
More Civilization 2 Tips:
Destroyers are not build for their sheer power, you build them topatrol the seas. You use other slower ships for their attack power.
6.39 - Cruiser
Advance Required: Steel
Obsolescence: Rocketry
Domain: Sea
Movement: 5
Attack: 6
Defense: 6
Hit Points: 30
Fire Power: 2
More Civilization 2 Tips:
Cost to Build: 80 Shields
Holds: 2
AI Role: Naval Superiority
Ability: Can spot enemy submarines
Description:
The cruiser is the modern equivalent of the frigate. Although muchmore powerful than its sailing forebearer, it is designed for muchthe same type of mission: to act as a sea raider and escort.
Cruiserscan conduct shore bombardments, though their firepower cannot matchthe destructive forces of the battleship.
The cruisers defensivecapabilities are also inferior to those of the battleship. Theseshortcomings are balanced by the cruisers lower cost and higher speed.
Cruisers serve an important role in scouting missions, convey escorts,and the attack of the transport vessels.
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Comment:
These are a good attacker until you get the battleship, and will doyou proud in attack.
6.40 - AEGIS Cruiser
Advance Required: Rocketry
Obsolescence: None
Domain: Sea
Movement: 5
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Attack: 8
Defense: 8
Hit Points: 30
Fire Power: 2
Cost to Build: 100 Shields
Holds: 0
AI Role: Naval Superiority
Ability: x2 defense vs air, can spot submarines
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Description:
Cruisers have long served in the role of escort and defensive vessels,screening carrier task forces and amphibious assaults from enemyships and aircraft. In recent years, the abilities of the cruiser havebeen upgarded significantly.
In addition to their traditional five-inchguns, cruisers also carry batteries of Harpoon and Tomahawk missiles.
The latest development in cruiser armament is the AEGIS surface-to-airmissile system, which allows cruisers to target and fire their missilesmore accurately and more effectively than ever before.
The cruisersof today are highly capable of intercepting and destroying enemysubmarines, surface ships, aircraft, and missiles.
Comment:
More Civilization 2 Tips:
AEGIS cruisers are a hepful addition to your navy because of theirrounded stats and lower cost.
6.41 - Battleship
Advance Required: Automobile
Obsolescence: None
Domain: Sea
Movement: 4
Attack: 12
Defense: 12
Hit Points: 40
Fire Power: 2
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Cost to Build: 160 Shields
Holds: 0
AI Role: Naval Superiority
Ability: None
Description:
The battleship was once the most powerful vessel on the seas. Heavilyarmored and difficult to destroy, its massive guns could accuratelyfire heavy projectiles at tagets miles away.
The battleship had twoprimary functions: clearing the seas of enemy ships and bombardingenemy coastal targets, usually in preperation for an invasion.
Thebattleship's importance began to decline in World War II, when theincreasing number of aircraft carriers greatly extended the rangeof naval conflicts.
Ship-to-ship combat became less frequent thanlong-range air attacks against enemy battle groups.
The last ofthe U.S. Navy's battleships was decommissioned shortly after theVietnam war, but the four battleships in the Iowa class wereremodeled and recommissioned in the 1980s.
Comment:
More Civilization 2 Tips:
The BEST naval unit! No doubt about it, what other unit has a 12 attackand a 12 defense? If it had a higher movement rate this would beunstoppable.
6.42 - Submarine
Advance Required: Combustion
Obsolescence: None
Domain: Sea
Movement: 3
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Attack: 10
Defense: 2
Hit Points: 30
Fire Power: 2
Cost to Build: 60 Shields
Holds: 0
AI Role: Naval Superiority
Ability: Invisible to enemy ships, Transports missiles
Description:
More Civilization 2 Tips:
A submarine is a submersible warship, designed to attack enemy vesselswhile remaining hidden underwater. Although defensively weak,submarines are feared because of their ability to make a stealthyapproach and attack without warning.
Often the presence of a submarineis not detected until the first of the sub's torpedoes strikes itstarget. Submarine warfare was first used extensively by the Germansduring World War I.
Developments after the war, such as sonar, madethe submarine even more effective. During World War II, submarineswere used extensively by all the world's naval powers.
Today'ssubmarines in addition to their role as fast attack vessels, alsocarry nuclear weapons that can be fired from underwater positionsjust off the coast of an enemy country.
Comment:
Submarines are excellent units, because of their invisibility andtheir ability to carry missiles. Although the submarine isinvisible, unfortunately the missiles can be seen.
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6.43 - Carrier
Advance Required: Advanced Flight
Obsolescence: None
Domain: Sea
Movement: 5
Attack: 1
Defense: 9
Hit Points: 40
Fire Power: 2
Cost to Build: 160 ShieldsMore Civilisation 2 Tips:
Holds: 0
AI Role: Naval Superiority
Ability: Transports air units
Description:
The aircaft carrier first came into widespread use during World War II.Carriers act as floating airfields, carrying fighters and bombersfar from friendly territory to be launched against enemy targets.
Thisallows an air strike against targets both on land and on sea thatwould otherwise be far out of range. Carriers also have the capabilityto launch nuclear weapons.
The range of the aircraft launched fromcarriers forever changed the methodology of naval battles.
Opposingfleets could now engage in battle without either fleet ever enteringthe other's visual range, ending the dominance of the battleship asthe strongest vessel on the sea.
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Comments:
Whats better than a ship which holds missiles? A one that works asan airport, too. These are indespensible units and should be thelaunching pad of your attacks.
6.44 - Transport
Advance Required: Industrialization
Obsolescence: None
Domain: Sea
Movement: 5
Attack: 0
More Civilization 2 Tips:
Defense: 3
Hit Points: 30
Fire Power: 1
Cost to Build: 50 Shields
Holds: 8
AI Role: Sea Transport
Ability: Transports ground units
Description:
A troop transport ship, which in peacetime serves as a cargo orpassenger vessel, is the principle means used by modern powers tomove large quantities of military equipment and personnel over largedistances.
Because transports lack offensive weaponry, they requirearmed vessels as escorts during times of war. A properly escortedtransport can move large military forces to a new area quickly toact as reinforcements or as an attacking force.
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Comment:
This is what you've been waiting for, a high-defense sea transport,with a high holds rate. Put on your tanks, deliver to enemy soil,attack.... What more can I say?
6.45 - Cruise Missile
Advance Required: Rocketry
Obsolescence: None
Domain: Air
Movement: 12
Range: 1
Attack: 18
Defense: 0
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Hit Points: 10
Fire Power: 3
Cost to Build: 60 Shields
AI Role: Attack
Ability: Destroyed after attacking, Ignores ZOC & City Walls
Description:
One of the most effective weapons in modern military arsenals is the
cruise missile. Cruise missiles such as the AGM-86 and the Tomahawkcan be launched against a strategic target hundreds of miles away,travelling low to avoid radar and other means of detection, andhitting its target with unnerving accuracy.
They can also be usedagainst short-range, tactical targets such as ships. In this role,it is often possible, for a single $1 million missile to seriouslydamage or even destroy $80 million warships.
These versatileweapons can be launched from air, sea, or land with equal effectiveness.
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Comment:
These are excellent, high attack, no-pollution, missiles. I always usethese because I don't like Nuking people, because I'll just have toclean up the pollution.
6.46 - Nuclear Missiles
Advance Required: Rocketry
Obsolescence: None
Domain: Air
Movement: 16
Range: 1
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Attack: 99
Defense: 0
Hit Points: 10
Fire Power: 1
Cost to Build: 160 Shields
AI Role: Attack
Ability: Destroyed after attacking, Ignores ZOC
Description:
The deployment of atomic bombs at Nagasaki and Hiroshima at the endof World War II changed the world's standards for measuring militarypower. Nuclear weapons can eradicate ground forces and armoreddivisions, and flatten cities with their awesome explosive power.
In the years following World War II, arsenals of nuclear weaponswere built up rapidly by opposing nations, each fearing thecapabilities of the other.
This massive arms build up has actedas a deterent to a full-scale war, since all the governments involvedare aware of the consequences should such a war take place.
The threatimposed by the huge nuclear arsenals of the world powers may one daybe eradicated by the development of the development of the StrategicDefense Initiative, or SDI, a system designed to destroy enemy missilesin flight before they can reach their targets.
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Comment:
I hate using these, the pollution they cause is terrible and takes anage to clean up. There are easier ways of attacking cities...
6.47 - Diplomat
Advance Required: Writing
Obsolescence: Espionage
Domain: Ground
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Movement: 2
Attack: 0
Defense: 0
Hit Points: 10
Fire Power: 1
Cost to Build: 30 Shields
AI Role: Diplomacy
Ability: Ignores ZOC
Description:
More Civilization 2 Tips:
Diplomats serve their homeland in a variety of ways. Their primaryfunction is to maintain contact with other civilizations, and reporton any developments of interest.
Diplomats are also capable ofengaging in less reputable activities, including sabotage of enemyproduction; the theft of civilization advances; and the subversionof enemy troops and cities.
Although they have no combat value,diplomats are nevertheless powerful weapons if utilized properly.
Comment:
Diplomats are very good units: They steal technology and can subvertenemy cities, although nowhere as good as spys, they will do for thetime-being.
6.48 - Spy
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Advance Required: Espionage
Obsolescence: None
Domain: Ground
Movement: 3
Attack: 0
Defense: 0
Hit Points: 10
Fire Power: 1
Cost to Build: 60 Shields
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AI Role: Diplomacy
Ability: Ignores ZOC
Description:
One of the most effective ways to compile information about an enemy(or potential enemy) is by infiltrating the enemy's ranks. This isthe job of the spy.
Spies can bring back all sorts of informationconcerning the size and strength of an enemy army.
They can alsofind dissidents within the enemy's forces and influence them todefect.
In times of crisis, spies can also be used to stealtechnology and to sabotage the enemy in various ways.
Counterintelligenceoperatives can feed false information to enemy spies, protectingimportant domestic secrets and preventing attempts at subversion.
Nearly every society has very strict laws concerning espionage, andthe penalty for being caught is often death.
However, the benefitsthat can be gained through espionage are generally felt to outweighthe risks.
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Comments:
These are one of my favorite units, buying enemy cities from under theirfeet is excellent, and can also be a cheap way of doing it.
6.49 - Caravan
Advance Required: Trade
Obsolescence: Corporation
Domain: Ground
Movement: 1
Attack: 0
Defense: 1
More Civilization 2 Tips:
Hit Points: 10
Fire Power: 1
Cost to Build: 50 Shields
AI Role: Trade
Ability: Ignores ZOC
Description:
Trade has been a major source of income to civilizations throughouthistory. Journeying to distant lands, caravans exchanged their loadsof goods for money or other items of value.
In addition, the traderswho accompanied the caravans often brought back new knowledge about theadvances made by the civilizations with whom they did business.Marco Polo, for example, went with traders to China.
He remainedthere for many years, and brought back much valuable information tothe west.
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Comments:
I don't really build these unless I really need the money. If youneed money build a few, if not, concentrate on more importantmatters.
6.50 - Freight
Advance Required: Corporation
Obsolescence: None
Domain: Ground
Movement: 2
Attack: 0
Defense: 1
Hit Points: 10
Fire Power: 1
Cost to Build: 50 Shields
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AI Role: Trade
Ability: Ignores ZOC
Description:
Freight units are the modern day equivalent of the trade caravans inthe ancient world.
Whereas in early history raw materials, tradegood, food, and manufactured items were transported by camel or wagon,modern shipments are transported by a variety of methods includingtrucks and railroads.
The speed and convenience of modern transportationmethods allows civilizations to set up supply routes and move largerquantities of merchandise and trade goods farther and faster than ever.
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Comments:
I don't build these, either, because I'm either democracy or fundamentalistby the time I get them, and have lots of money.
6.51 - Explorer
Advance Required: Seafaring
Obsolescence: Guerilla Warfare
Domain: Ground
Movement: 1
More Civilization 2 Tips:
Attack: 0
Defense: 1
Hit Points: 10
Fire Power: 1
Cost to Build: 30 Shields
AI Role: Attack
Ability: Ignores ZOC, treats all squares as road
Description:
More Civilization 2 Tips:
Since the dawn of history, there has been a need for humans toinvestigate their surroundings and expand their knowledge of the worldaround them.
Even the eralist civilizations sent people in search ofwealth and resources in distant lands. With the advent of extensivesea travel, explorers such as Christopher Colombus and Amerigo Vespuccimapped and chartered territories far from their homelands.
These earlyexplorers opened the New World to trade and colonization.
Comment:
More Civilization 2 Tips:
These are good units to use to explore the world as you start out,because they treat all squares as road.
7) IMPROVEMENTS
7.1 - Palace
Advance Required: Masonry
Building Cost: 100
Upkeep Cost: 0
Eliminates corruption and waste in the city,and decreases it in all nearby cities.
Description:
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When populations began to organize their communities into cities, theirgovernments became more structured and formalized.
At an early stage,the ruler of the city established headqaurters from which the business ofrunning the city was conducted.
In many cases, these buildings alsoserved as the living quarters of the ruler. In wealthy cities, thesefacilities often expanded into immense, sprawling palaces.
These richlyadorned, imposing buildings were a source of civic pride, and helpedto reinforce the aura of power surrounding the ruler.
7.2 - Barracks
Advance Required: None
Building Cost: 40
Upkeep Cost: 1
More Civilization 2 Tips:
City produces Veteran ground units. Ground units can be completely repaired in a single turn.
Description:
Warfare has been a recurring phenomenon throughout the history of mankind,and it continues to plague the world today.
Although war is not adesirable situation, it is important that even the most peaceful ofsocieties be prepared for the possibility of war.
When warring nationsare closely matched in technology and manpower, battles are usually wonby the army with the best training.
Military schools and academiesexist all over the world, established for the purpose of trainingmilitary personnel in the latest methods, tactics, and technology.
Menand women who graduate from such facilities possess higher than averagecommand and military and technology skills, making them more effective incombat situations.
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7.3 - Granary
Advance Required: Pottery
Building Cost: 60
Upkeep Cost: 1
Only half of city's food store is depleted when city increases in size.
Description:
Early humans were nomadic, settling in specific regions for brief periodsof time. When food supply was exhausted in one area, the nomads wouldmove on to search for more.
Cities became possible only when thedevelopment of agriculture made the supply of food more abundant anddependable.
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However, cities still needed a way to keep the food supplystable throughout all four seasons. To do so, the citizens had to comeup with a way to store seasonal crops for later use. The granary wasdesigned for the storage and protection of surplus food.
Food storagetechnology meant that a smaller percentage of the population couldproduce and store enough food for everyone, allowing the remainderto pursue other jobs and activities.
7.4 - Temple
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Advance Required: Ceremonial Burial
Building Cost: 40
Upkeep Cost: 1
Up to two discontented citizens are made content.
Description:
In ancient times, almost every city had a temple dedicated to the city'spatron god. Many cities also had temples dedicated to other gods as well.
In modern times, temples are though of as places of worship, like churchesand cathedrals. Ancient socities, however, considered temples to be thelocal dwelling place for the god or goddess to whom they were dedicated.
The faithful citizens brought gifts of food, rare metals, and spicesto the temple as a sign of homage and respect.
The presence of a templein the city had a comforting effect on the population, and wise rulersoften constructed one as soon as the city began to grow.
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7.5 - Market Place
Advance Required: Currency
Building Cost: 80
Upkeep Cost: 1
Increases tax and luxury output by 50%.
Description:
As cities grew and prospered, trade between the farmers, artisans, andcraftsmen who lived in the vicinity contributed to the economic healthof the city.
It soon became apparent that the best way for conductingtrade within the city was to have a central location, or marketplace,where the people offering goods and services, or seeking them, couldmeet and conduct business.
As a city's marketplace grew larger andmore active, the economic vitality of the city grew as well.
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7.6 - Library
Advance Required: Writing
Building Cost: 80
Upkeep Cost: 1
Increases science output by 50%.
Description:
The development of writing meant that the accumulated knowledge of asociety could be written down and stored rather than memorized and passedalong by word of mouth.
The accumulated written material was stored ina library. The libraries of the ancient world, especially those at Alexandria and Pergamum, became the leading centers of science andscholarship.
The librarians actively collected the books of the world,accelerating the spread of knowledge.
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7.7 - Courthouse
Advance Required: Code of Laws
Building Cost: 80
Upkeep Cost: 1
Decreases corruption by 50%. Makes city more resistantto bribery by enemy diplomats and spies. Under Democracy,one content citizen becomes happy.
Description:
As kingdoms and empires expanded, it became increasingly difficult forthe rulers to maintain control over the more distant regions of theirrealm.
To ensure that the far-flung cities of the empire contributedtheir expected share of duties and taxes to the government, localmagistrates and courts were established.
In the courthouse, the ruler'srepresentatives listened to the grievances of the people and definedand enforced the laws the governed social interaction.
This reduced crime,and thereby kept the local population productive.
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7.8 - City Walls
Advance Required: Masonry
Building Cost: 80
Upkeep Cost: 0
Units in city are tripled on defense versus ground attacks.
Description:
Before the establishment of centralized governments capable of supportingstrong, national armies, individual cities were left to fend forthemselves when it came to defense.
As a result, many cities constructedcity walls to protect against raiders and bandits.
City walls representeda major investment in both time and materials, requiring years to completeand constant repairs to maintain their strength and integrity.
However,these walls turned the city into a fortress capable of withstandingall but the most determined attack.
7.9 - Aqueduct
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Advance Required: Construction
Building Cost: 80
Upkeep Cost: 2
Allows city to increase beyond size 8.
Description:
A major obstacle to population growth and expansion in early cities wasthe scarcity of water. In many cases, the solution to this problem wasan aqueduct.
Aqueducts were large, elevated "stone" canals through whichwater from nearby hills and mountains was channeled into the city.Aqueducts allowed cities to grow much larger by significantlyincreasing the amount of available water.
At the same time aqueductsreduced the chance of contracting water-borne diseases, by reducingthe dependence on stagnant ponds and wells as water sources.
Aqueductsalso allowed cities to be built in normally inhospitable environments,such as deserts, by providing an outside water source.
Modern day Los Angeles, for example, obtains it water from the Colorado River, througha series of aqueducts over 200 miles long.
7.10 - Bank
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Advance Required: Banking
Building Cost: 120
Upkeep Cost: 3
Increases tax and luxury output by an additional 50% (cumulative w/ Marketplace).
Description:
A highly developed banking system is one of the cornerstones of anadvanced civilization. Banks lend money to individuals or groups,providing capital for industrial and real estate development.
Banksalso contribute to the economic growth of a city or region by stimulatingthe development of production facilities.
Individual citizens can alsobenefit by investing their own surplus money in the bank and earninginterest on it.
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7.11 - Cathedral
Advance Required: Monotheism
Building Cost: 120
Upkeep Cost: 3
Makes four unhappy citizens content (Three after Communism).
Description:
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Throughout the Dark Ages that followed the fall of the Roman Empire,the Christian Church was a major force in the revival of EuropeanCivilization.
In recognition of the expanding influence of the church,great cathedrals were built in the largest towns and cities, to act ascenters of religious study and worship.
In addition to their religioussignificance, cathedrals acted as the center of social and culturalactivity in the town.
They brought great pride, stability, and traditionto the citizens of the community.
7.12 - University
Advance Required: University
Building Cost: 160
Upkeep Cost: 3
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Increases science output by an additional 50% (cumulative w/ Library).
Description:
Universities are institutions of higher learning. Early universities,established in the Middle Ages, were usually built in cities that hada large or important cathedral.
Studies at these institutions focusingon matters concerning the church. The curricula expanded to includeclassical art, literature, and languages.
Modern universities providethe opportunity to study a wide array of subjects.
They have alsobecome centers for research into many fields, serving as the source formajor advances in computers, medicine, physics, and a variety of othersubjects.
7.13 - Mass Transit
More Civilization 2 Tips:
Advance Required: Mass Production
Building Cost: 160
Upkeep Cost: 4
Eliminates pollution caused by population.
Description:
Within a few decades of the invention of the automobile, the horse-drawncarriage disappeared from city streets.
Along with all the advantagesoffered by the automobile, this new means of transport became a significantsource of air pollution.
As larger cities became more crowded, the numberof cars increased, making travel difficult and adding to the pollutionproblem as automobile traffic clogged the streets.
The development ofmass transit systems, including buses, trolleys, subways, and lightrail, led to a reduction in traffic and, as a result, a reduction inair pollution.
More Civilization 2 Tips:
7.14 - Colosseum
Advance Required: Construction
Building Cost: 100
Upkeep Cost: 4
Three unhappy citizens are made content (four w/ Electronics).
Description:
The original colloseum provided entertainment for the common peopleof roman society by presenting them with spectacles and events as atemporary escape from day-to-day life. This concept has been revived inthe 20th Century.
Modern-day stadiums and civic centers provide an arenafor entertainment ranging from concerts to professional sporting events.
Although the violent spectacle of gladitorial combat is a thing of thepast, today's colloseums still provide entertainment and diversionfor the masses.
More Civilization 2 Tips:
7.15 - Factory
Advance Required: Industrialization
Building Cost: 200
Upkeep Cost: 4
Increases resource production in city by 50%.
Description:
Early examples of factory-like production, where a number of individualswork cooperatively to produce goods for sale or trade, can be found asfar back as ancient Greece or Rome.
Modern factories, however, evolvedfrom the concept of specialized labor, where each worker performed asingle step in the overall production of an item.
This specializationallows factories to increase the speed and efficiency of themanufacturing process, far surpassing earlier means of production.
The development of the factory system as a means of production playeda key role in the industrial revolution.
More Civilization 2 Tips:
7.16 - Manufacturing Plant
Advance Required: Robotics
Building Cost: 320
Upkeep Cost: 6
Increases resource production by an additional 50% (cumulative w/ Factory).
Description:
Manufacturing Plants are large industrial complexes that produce goodsof all types, although they are generally used to produce durableconsumer goods such as automobiles.
Essentially, a manufacturing plantis a large, sophisticated factory that employs a specialization oflabor, complex machinery, and assembly lines to gain efficiency andeconomies of scale.
More Civilization 2 Tips:
This combination of manpower and automationincreases productivity and reduces production costs.
7.17 - SDI Defense
Advance Required: Laser
Building Cost: 200
Upkeep Cost: 4
Protects everything within three spaces of the city from nuclear attack.
Description:
More Civilization 2 Tips:
Historically, research in the area of warfare has seen the developmentof powerful new weapons closely followed by the development of defensesto counteract the weapons' destructive power.
The development of nuclearweapons seemed the exception to this rule: for the first time, mankindhad created a weapon to which there was apparently no defense.
SDI(Strategic Defense Initiative), however, could be the answer to thisproblem.
Using laser-equipped orbital satellites or ground-launchedABMs(Anti-Ballistic Missiles) to intercept and destroy enemy nuclearmissiles in mid-air, the SDI Defense offers the first hope of negatingthe threat posed by nuclear missiles.
7.18 - Recycling Center
Advance Required: Recycling
Building Cost: 200
Upkeep Cost: 2
Decreases the pollution caused by factories.
More Civilization 2 Tips:
Description:
The continuous growth in city populations leads to an inevitable increase in garbage. Eventually, existing landfills and garbage dumps are filled,forcing new dumping sites to be established.
This leads to the gradualbut steady destruction of the local environment.
To reverse this problem,many areas have established recycling centers, where much of the garbageis sorted and reduced to reusable components through various means.
These components are then used to manufacture new products. In thisway, much of the trash produced is turned into raw materials forproduction, rather than contributing to the ever-increasing pollutionproblem.
7.19 - Power Plant
Advance Required: Refining
Building Cost: 160
Upkeep Cost: 4
Increases factory output by 50%.
Description:
Power plants burn coal and other fossil fuels to produce the heat andsteam necessary to run generators that produce electrical power.
Whenelectricity became widely and cheaply available, it meant that industriescould convert from steam to electrical power to run their machinery.
One central power plant could supply the electrical needs of arelatively large geographical area.
However, increasing demands forelectricity, by both consumer and commercial customers, led to a risein the number of power plants. This in turn, led to problems with airpollution.
As more plants went on line, more fossil fuels were burnedto generate power. Because modern society depends so heavily onelectricity, researchers are constantly searching for alternate formsof energy to satisfy ever-increasing demands.
7.20 - Hydro Plant
Advance Required: Electronics
Building Cost: 240
Upkeep Cost: 4
Increases factory output by 50%. Cleaner than Power Plant, and generally safer than Nuclear Plant.
Description:
One alternative to power generation utilizing coal or petroleum fuels isthe hydroelectric power plant.
This facility utilizes the energy ofrapidly moving water to turn the turbines of its generators and produceelectricity.
In locations where a source of moving water is available,hydro plants offer a clean, safe alternative to coal, petroleum, andnuclear power generation.
Hydro Plants have their own set of environmentaldangers, however.
The disruption of a river's normal flow and the massiveflooding of the land behind the facility's dam can destroy the habitatof the wildlife inhabiting the river basin.
7.21 - Nuclear Plant
Advance Required: Nuclear Power
Building Cost: 160
Upkeep Cost: 2
Increases factory output by 50%. Cleaner than Power Plant (same as Hydro Plant), butthere is a risk of Nuclear Meltdown unless civilization has discovered Fusion.
Description:
Nuclear power plants utilize radioactive materials and the process ofnuclear fission to generate the heat and steam needed to run electricalgenerators to create electricity.
Because nuclear power doesn't causethe air pollution associated with the burning of coal or petroleumproducts, this means of generating power is considered a viablealternative energy source.
However, the toxic nature of the byproductsproduced by the fission creates serious problems of its own.
No methodof safely disposing of this toxic waste has been found, and the volatilenature of the fission reaction can lead to a meltdown of the reactorcore if the reaction is not properly controlled.
Because of theseproblems, the future of nuclear power is uncertain.
7.22 - Stock Exchange
Advance Required: Economics
Building Cost: 160
Upkeep Cost: 4
Increases tax & luxuries output by an additional 50% (cumulative with Marketplace & Bank for a grandtotal of 150%).
Description:
In a free market economy, corporations often raise operating and developmentcapital by selling "shares" in the corporation to private investors.
These shares, which allow investors to share in the company's profits, wereoriginally sold by brokers and privately hired auctioneers. EarlyEuropean stock exchanges, such as the Paris Bourse, allowed anyone tobuy or sell stock.
However, it was quickly discovered that a formalizedsystem was necessary in order to enforce transactions. Thereafter, membership in the exchange was required in order to buy and sell.
Thefirst formal stock exchange in the U.S. was established in 1971 inPhiladelphia, and the New York stock exchange was established a year later.
Today, stock exchanges are located in many major cities and commercialcenters around the world.
Private investment in corporations is vitalto capitalistic economies, allowing corporations to grow more quicklythan would otherwise be possible.
The profits and new jobs created as aresult improve the economy as a whole.
7.23 - Sewer System
Advance Required: Sanitation
Building Cost: 120
Upkeep Cost: 2
Allows city to grow beyond size 12.
Description:
One of the byproducts of large urban centers is a vast amount of humanwaste.
[sic, lol] As the city continues to grow, steps need to be takento move the sewage away from inhabited areas and "treat" it so that itdoes not become a health hazard to humans or harm the local ecosystem.
Sewer systems carry waste water to treatment plants where the raw sewageis broken down through filtration and chemical purposes to remove solidsand harmful bacteria.
The treated byproduct is then release into riversand other waterways, where it is eventually washed safely into the ocean.
7.24 - Supermarket
Advance Required: Refrigeration
Building Cost: 80
Upkeep Cost: 3
Allows squares in the city's radius with the "farmland" improvement (irrigated twice) to produce 50% more food.
Description:
Supermarkets are large, self-service retail stores that sell a wide varietyof food items and household goods to the general public.
The first truesupermarket, King Kullen, was established in 1930 in the borough of Queens,New York City, by Michael Cullen.
Improved storage techniques andrefrigeration allowed supermarkets to stock and sell perishable foods inlarge quantities, reducing the price to the consumer.
The combination ofready availability and low prices made the supermarket an instant successin the U.S. during the years of the Great Depression.
The supermarketcontinues to grow in popularity in countries around the world.
7.25 - Superhighways
Advance Required: Automobile
Building Cost: 200
Upkeep Cost: 5
All squares in the city's radius with roads (or railroads) produce 50% more trade.
Description:
Early in his career, President Eisenhower, travelled by road, from coastto coast, across the United States.
This trip, which took nearly a monthbecause of the poor system of roads, convinced him that it was necessaryto make all areas of the country easily accessible.
Not only were theseimprovements important to the growing number of people traveling byautomobile, they could prove invaluable for the movement of troops andmilitary equipment should the need arise.
In 1956, Eisenhower establisheda federal-aid program known as the Highway Trust Fund to accelerate theconstruction of a network of interstate roads.
By 1991 the InterstateHighway System in the U.S. consisted of over 42,000 miles of highways.
Unlike local roadways, superhighways were designed to bypass largepopulation centers, and were accessible in limited locations at plannedentrance and exit interchanges.
These highly efficient roadways allowmotorists today to travel from one end of the country to the otherwithout having to slow down for intersections or traffic signals.
7.26 - Research Lab
Advance Required: Computers
Building Cost: 160
Upkeep Cost: 3
Increases science output by an additional 50% (cumulative with Library and University for agrand total of 150%).
Description:
Historically, libraries and universities have acted as the primary centersof research for new ideas and technologies.
The growth of privateindustry in the modern age has also given birth to hundreds ofprivately-owned research facilities.
These private laboratories, usuallydedicated to research in a single field related to their founding company,have made tremendous advances in many fields including physics, biology,chemistry, and medicine.
The growth of privately-funded research has vastlyincreased the speed at which mankind achieves new advances in science andtechnology.
7.27 - SAM Missile Battery
Advance Required: Rocketry
Building Cost: 100
Upkeep Cost: 2
Units in city are doubled on defense against air units and non-nuclear missile units.
Description:
The use of airplanes in warfare began in earnest during World War I.
By theend of World War II, the use of fighter aircraft and bombers was commonplaceand the importance of air warfare continued to grow, as did the importanceof effective anti-aircraft defenses.
During the 1950's,the refinement ofrocket technology allowed for the construction of compact missiles whichwere used to deliver explosive warheads to their targets swiftly andaccurately.
Batteries of surface-to-air missiles, or SAMs, were built toprotect cities and ground installations against airborne attacks.
Thelong range and high accuracy of SAM batteries provided a much more effectivedefense than the anti-aircraft guns of World War II.
7.28 - Coastal Fortress
Advance Required: Metallurgy
Building Cost: 80
Upkeep Cost: 1
Units in city are doubled on defense against shore bombardment by enemy ships.
Description:
The construction of defensive structures such as city walls and fortifiedcastles dates back to ancient times.
City walls were designed primarilyto repel an attack launched by ground-based forces, and they performedadequately in such a situation.
However, coastal cities were alsovulnerable to attack from sea bombardments, since even a city wall leftsea ports relatively unprotected.
The best way to protect the portwas to keep the enemy out of range of the city. This was accomplished byconstructing fortresses to cover the approach to the city.
Thesecoastla fortresses, built at the mouth of the city's harbor or on barrierislands, would hold enemy vessels at bay, turning away or thinning outthe attacking force and minimizing damage to the city's port.
7.29 - Solar Plant
Advance Required: Enviromentalism
Building Cost: 320
Upkeep Cost: 4
Increases factory output by 50%. Cleaner than all other forms of power.
Description:
One of the greatest natural sources of energy on available on Earth is theSun.
Solar energy can be converted directly into electrical power withoutthe need for mechanical generators through the use of photoelectric cells.
Alternatively, large solar collecters known as heliostats can be used tofocus solar energy into a water boiler, generating steam to runconventional electrical turbines.
Unfortunately, at our current level oftechnology, both of these systems are prohibitively expensive toconstruct.
However, because of the dwindling supply of fossil fuels andincreasing concern over the pollution produced by conventional and nuclearpower plants, scientists are constantly working on a viable way toharness the clean and endless supply of energy provided by our sun.
7.30 - Harbor
Advance Required: Seafaring
Building Cost: 60
Upkeep Cost: 1
All ocean squares in the city's radius produce one extra unit of food.
Description:
Just because a city is built in a coastal region doesn't guarantee thatthe city is readily accessible by ship.
In order for a port city to establisha steady trade, fishing, or other shipping industry, the city must havea harbor.
A harbor is a protected body of water that opens into an oceanor lake that shelters ships from waves and high winds.
Although some coastalcities are established in areas where a natural harbor exists, most seaportsare forced either to improve the existing natural harbor, or to build aman-made harbor to shelter ships and provide channels deep enough toaccommodate large vessels.
7.31 - Offshore Platform
Advance Required: Miniturization
Building Cost: 160
Upkeep Cost: 3
All ocean squares in the city's radius produce one shield.
Description:
Mankind's dependence on wood and coal as a main source of fuel ended whenthe first commercial oil well went into production in Pennsylvania in1859.
Crude oil could be refined into many different byproducts, andsoon replace wood and coal in many parts of the world.
The growingdependence on oil caused the petroleum industry to grow rapidly and wellswere drilled all over the world.
Most wells were initially drilled onland, but after World War II it was found that many of the largestoil deposits could be found below the sea floor.
Shallow water drillingfrom platforms supported by pylons resting on the seabed proved verysuccessful.
Today, large floating platforms can drill for oil at waterdepths of more than 3300 feet.
7.32 - Airport
Advance Required: Radio
Building Cost: 160
Upkeep Cost: 3
City produces veteran air units.Any air unit spending its entire turn in the cityis completely repaired.
Description:
Since the middle of the 20th century, the airplane has been one of thechief means of long-distance transport in the world.
Nearly every majormetropolitan area today has at least one airport, with facilities tohandle passengers and ticketing, as well as facilities for refuelingand repairing the aircraft that land there.
Beginning in the 1940's,the growing role of airplanes as combat vehicles led to the widespreadconstruction of military air bases.
Nearly 400 of these facilities inthe U.S. alone act as bases and maintenance facilities for the aircraftassigned to all branches of the military.
7.33 - Police Station
Advance Required: Communism
Building Cost: 60
Upkeep Cost: 2
Decreases unhappiness caused by troops away from city by 1.
Description:
The concept of a police force operating independently of the militarygoes back to the Praetorian Guard of ancient Rome.
In the Middle Ages,noblemen protected their estates by appointing constables to enforcethe law and arrest and guard criminals, but the first modern, organizedpolice force was the London Metropolitan Police.
Established in 1829,this organization became the model for law enforcement organizationsin the United States and many other industrialized nations around theworld.
The presence of a police force serves to uphold the laws ofsociety, and to control civil unrest.
A strong, visible police forcestrengthens confidence of the community by keeping the citizens safe.
7.34 - Port Facility
Advance Required: Amphibious Warfar
Building Cost: 80
Upkeep Cost: 3
City produces veteran naval units.Any ship spending its entire turn in the city iscompletely repaired.
Description:
Seagoing vessels have been used for both commercial activity and militarypurposes for thousands of years.
Cities built on rivers and on the coastsof seas and oceans built facilities to receive cargo and to house militaryvessels stationed in the area.
Many of the larger cities built large portfacilities that included shipyards for the construction of new vessels,large warehouse and docking facilities, and dry-docks for the repair ofdamaged vessels.
Heavily damaged ships can be repaired much more quicklywhen such facilities are available.
7.35 - SS Structural
Advance Required: Space Flight
Building Cost: 80
Upkeep Cost: -
Part of Spaceship
Description:
The structural parts of a spaceship are the frame to which all other partsof the spaceship are attached. All spaceship components and modules mustbe connected to a structural section in order to function.
Components andmodules not connected to the frame are outlined in red on the spaceshipdisplay.
7.36 - SS Component
Advance Required: Plastics
Building Cost: 160
Upkeep Cost: -
Part of Spaceship
Description:
Spaceship components provide the motive power of a spaceship. There aretwo types: propulsion and fuel.
Propulsion components are the spaceshipengines, and each fuel component provides enough fuel to run one engine.Every propulsion component requires a fuel component in order to function.
At minimum, a spaceship requires one of each type of component. The moreengines the spaceship possesses, the faster it will arrive at itsdestination.
7.37 - SS Module
Advance Required: Superconductor
Building Cost: 320
Upkeep Cost: -
Part of Spaceship
Description:
Modules are the central components of a spaceship. There are three types:habitation, life support, and solar panels. Each habitation moduleprovides living space for 10,000 colonists.
Each life support moduleprovides enough food, water, and other basic requirements to supportthe colonists in one habitation module.
Both habitation and lifesupport modules require power in order to operate, and each solarpanel module provides enough energy to run two other modules.
At minimum,every spaceship requires one of each type of module in order to besucessful in its mission.
8) WONDERS
8.1 - Capitalization
Advance Required: Corporation
Cost: 600
Converts production into trade.
8.2 - Pyramids
Advance Required: Masonry
Cost: 200
Counts as a Granary in every one of your cities.
Description:
Built by the fourth dynasty of Egyptian rulers, the Pyramids represent thepinnacle of ancient Egyptian cultural achievment.
Constructed on the GizaPlateau outside modern-day Cairo, these structures were burial tombs andmonuments for the Pharaohs, and may have taken generations and tens ofthousands of workers to complete.
The Pyramids are the only one of thegenerally accepted man-made wonders of the ancient world that remains inexistence today.
8.3 - Hanging Gardens
Advance Required: Pottery
Obsolescense: RailRoad
Cost: 200
One extra happy citizen in every city.
Description:
The Hanging Gardens were a very distinctive feature of ancient Babylon.They were a great source of pride to the people and were often describedin accounts written by visitors to the city.
Possibly built by KingNebuchadnezzar II in 600 BC, the gardens are believed to have been aremarkable feat of engineering: an ascending series of tired gardenscontaining all manner of trees, shrubs and vines.
The gardens were said tohave looked like a large green mountain constructed of mud bricks, risingfrom the center of the city.
8.4 - Colossus
Advance Required: Bronze Working
Obsolescense: Flight
Cost: 200
City produces one extra trade arrow in each square that already produces one.
8.5 - Lighthouse
Advance Required: Mapmaking
Obsolescense: Magnetism
Cost: 200
Triremes can move across oceans w/o danger, and all other types of ship have their movement rate increased by one. Also, all new ships you produce receive veteran status.
8.6 - Great Library
Advance Required: Literacy
Obsolescense: Electricity
Cost: 300
Civilization receives any civilization advance already discovered by two other civilizations.
8.7 - Oracle
Advance Required: Mysticism
Obsolescense: Theology
Cost: 300
Doubles the effect of all of your temples.
8.8 - Great Wall
Advance Required: Masonry
Obsolescense: Metallurgy
Cost: 300
Enemy civilizations must offer cease-fire/peace in negotiations. Combat strength doubled againstbarbarians.
8.9 - Sun Tzu's War Academy
Advance Required: Feudalism
Obsolescense: Mobile Warfare
Cost: 300
All new ground units produced gain Veteran status.Any unit which wins a combat gains Veteran status.
8.10 - King Richard's Crusade
Advance Required: Engineering
Obsolescense: Industrialization
Cost: 300
Every square in the city's radius produces an extra resource "shield".
8.11 - Marco Polo's Embassy
Advance Required: Trade
Obsolescense: Communism
Cost: 200
You receive a free embassy with every rival Civilization (so your intelligence report will always be complete and you will receive updates when other civilizations discover technologies).
8.12 - Michaelangelo's Chapel
Advance Required: Montheism
Obsolescense: -
Cost: 400
Counts as a Cathedral in each of your cities.
8.13 - Copernicus' Observatory
Advance Required: Atronomy
Obsolescense: -
Cost: 300
Increases science output of city by 50%.
8.14 - Magellan's Expedition
Advance Required: Navigation
Obsolescense: -
Cost: 400
Movement rate of all ships is increased by two.
8.15 - Shakespeare's Theatre
Advance Required: Medicine
Obsolescense: -
Cost: 300
All unhappy citizens in city are content.
8.16 - Leonardo's Workshop
Advance Required: Invention
Obsolescense: Automobile
Cost: 400
Whenever one of your units becomes obsolete because of a newtechnology you have discovered, it is immediately replacedby an equivalent modern unit.
8.17 - J.S. Bach's Cathedral
Advance Required: Theology
Obsolescense: -
Cost: 400
Decreases unhappy citizens on same continent by 2 per city.
8.18 - Isaac Newton's College
Advance Required: Theory of Gravity
Obsolescense: -
Cost: 400
Doubles science output of city.
8.19 - Adam Smith's Trading Company
Advance Required: Economics
Obsolescense: -
Cost: 400
Pays the maintenance for all city improvements whichordinarily cost 1 gold per turn. City improvementsrequiring more than 1 gold per turn maintenance are notaffected.
8.20 - Darwin's Voyage
Advance Required: Railroad
Obsolescense: -
Cost: 400
Two free civilization advances.
8.21 - Statue of Liberty
Advance Required: Democracy
Obsolescense: -
Cost: 400
Eliminates the period of unrest between governments.Also allows any form of government to be chosen, even ifthe proper advance has not been discovered.
8.22 - Eiffel Tower
Advance Required: Steam Engine
Obsolescense: -
Cost: 300
When you first obtain control of the Eiffel Tower,Every civilization's attitude toward you is immediately shifted 25 pointsin your favor (on a hundred point scale).
Attitudes continue to improvegradually over time. Other civilizations are also quicker to forget yourpast transgressions.
8.23 - Women's Sufrage
Advance Required: Industrialization
Obsolescense: -
Cost: 600
Counts as a Police Station in every one of your cities.(Decreases unhappiness caused by troops away from city by 1).
8.24 - Hoover Dam
Advance Required: Electronics
Obsolescense: -
Cost: 600
Provides Hydro power to every city on every continent.
8.25 - Manhattan Project
Advance Required: Nuclear Fission
Obsolescense: -
Cost: 600
Allows nuclear weapons to be built.
8.26 - United Nations
Advance Required: Communism
Obsolescense: -
Cost: 600
Free embassy with every other civilization Enemy civ's cannot refuse your peace treaties.As a democracy, you can declare war 50% of the time(peacekeeping missions).
8.27 - Apollo Program
Advance Required: Space Flight
Obsolescense: -
Cost: 600
Allows construction of spaceship improvements.
8.28 - SETI Program
Advance Required: Computers
Obsolescense: -
Cost: 600
Counts as a research lab in every one of your cities; effectivelydoubles your science output.
8.29 - Cure for Cancer
Advance Required: Genetics
Obsolescense: -
Cost: 600
One extra happy citizen in each city.
9) TERRAIN
NOTE: Irrigation time and mining time are the time it takes for settlersto irrigate/mine. Engineers work at twice the speed of settlers.
NOTE: Movecost indicates the cost it takes to move through the square, 1is default. The higher the number the slower the square.
9.1 - DESERT
Movecost: 1
Defense Bonus: -
Food: 0
Shields: 1
Trade: 0
Irrigation Effects: +1 food
Irrigation Time: 5 turns
Mining Effects: +1 shield
Mining Time: 3 turns
Transform To: Plains
9.2 - PLAINS
Movecost: 1
Defense Bonus: -
Food: 1
Shields: 1
Trade: 0
Irrigation Effects: +1 food
Irrigation Time: 5 turns
Mining Effects: Changes to Forest
Mining Time: 15 turns
Transform To: Grassland
9.3 - GRASSLAND
Movecost: 1
Defense Bonus: -
Food: 2
Shields: 1
Trade: 0
Irrigation Effects: +1 food
Irrigation Time: 5 turns
Mining Effects: Changes to Forest
Mining Time: 10 turns
Transform To: Hills
9.4 - FOREST
Movecost: 2
Defense Bonus: 50%
Food: 1
Shields: 2
Trade: 0
Irrigation Effects: Change to Plains
Irrigation Time: 5 turns
Mining Effects: -
Mining Time: -
Transform To: Grassland
9.5 - HILLS
Movecost: 2
Defense Bonus: 100% bonus
Food: 1
Shields: 0
Trade: 0
Irrigation Effects: +1 food
Irrigation Time: 10 turns
Mining Effects: +3 shields
Mining Time: 10 turns
Transform To: Plains
9.6 - MOUNTAINS
Movecost: 3
Defense Bonus: 200% bonus
Food: 0
Shields: 1
Trade: 0
Irrigation Effects: -
Irrigation Time: -
Mining Effects: +1 shield
Mining Time: 10 turns
Transform To: Hills
9.7 - TUNDRA
Movecost: 1
Defense Bonus: -
Food: 1
Shields: 0
Trade: 0
Irrigation Effects: +1 food
Irrigation Time: 10 turns
Mining Effects: -
Mining Time: -
Transform To: Desert
9.8 - GLACIER
Movecost: 2
Defense Bonus: -
Food: 0
Shields: 0
Trade: 0
Irrigation Effects: -
Irrigation Time: -
Mining Effects: +1 shield
Mining Time: 15 turns
Transform To: Tundra
9.9 - SWAMP
Movecost: 2
Defense Bonus: 50% bonus
Food: 1
Shields: 0
Trade: 0
Irrigation Effects: Change to Grassland
Irrigation Time: 15 turns
Mining Effects: Change to Forest
Mining Time: 15 turns
Transform To: Plains
9.10 - JUNGLE
Movecost: 2
Defense Bonus: 50% bonus
Food: 1
Shields: 0
Trade: 0
Irrigation Effects: Change to Grassland
Irrigation Time: 15 turns
Mining Effects: Change to Forest
Mining Time: 15 turns
Transform To: Plains
9.11 - OCEAN
Movecost: 1
Defense Bonus: -
Food: 1
Shields: 0
Trade: 2
Irrigation Effects: -
Irrigation Time: -
Mining Effects: -
Mining Time: -
Transform To: -
9.12 - Oasis
Found on: Desert
Food: 3
Shields: 1
Trade: 0
9.13 - Buffalo
Found on: Plains
Food: 1
Shields: 3
Trade: 0
9.14 - Grassland(Shield)
Found on: Grassland
Food: 2
Shields: 1
Trade: 0
9.15 - Pheasant
Found on: Forest
Food: 3
Shields: 2
Trade: 0
9.16 - Coal
Found on: Hills
Food: 1
Shields: 2
Trade: 0
9.17 - Gold
Found on: Mountains
Food: 0
Shields: 1
Trade: 6
9.18 - Game
Found on: Tundra
Food: 3
Shields: 1
Trade: 0
9.19 - Ivory
Found on: Glacier
Food: 1
Shields: 1
Trade: 4
9.20 - Peat
Found on: Swamp
Food: 1
Shields: 4
Trade: 0
9.21 - Gems
Found on: Jungle
Food: 1
Shields: 0
Trade: 4
9.22 - Fish
Found on: Ocean
Food: 3
Shields: 0
Trade: 2
9.23 - Desert Oil
Found on: Desert
Food: 0
Shields: 4
Trade: 0
9.24 - Wheat
Found on: Grassland
Food: 3
Shields: 1
Trade: 0
9.25 - Silk
Found on: Jungle
Food: 1
Shields: 2
Trade: 3
9.26 - Wine
Found on: Hills
Food: 1
Shields: 0
Trade: 4
9.27 - Iron
Found on: Mountains
Food: 0
Shields: 4
Trade: 0
9.28 - Furs
Found on: Tundra
Food: 2
Shields: 0
Trade: 3
9.29 - Glacier Oil
Found on: Glacier
Food: 0
Shields: 4
Trade: 0
9.30 - Spice
Found on: Jungle
Food: 3
Shields: 0
Trade: 4
9.31 - Fruit
Found on: Forest
Food: 4
Shields: 0
Trade: 1
9.32 - Whales
Found on: Ocean
Food: 2
Shields: 2
Trade: 3
10) GOVERNMENTS
The form of government you choose for your civilization willaffect the way resources are distributed in your cities, therate at which your citizens can produce and sustain new unitsand city improvements, and the extent to which your citizenshave a say in the way you govern them.
Some forms of government, such as Despotism, Monarchy, andlater Communism and Fundamentalism, allow you to expandrapidly, to produce and sustain large numbers of militaryunits, and to control your affairs completely.
Democracy and the Republic, on the other hand, give yourcitizens the freedom to produce vast amounts of trade, whichincreases your wealth and knowledge rapidly. On the otherhand, your citizens may grow unhappy when you send militaryunits out of your cities; also, your Senate may try tointerfere in your conduct of foreign affairs.
To change your civilization's government, you must have aRevolution--select "Revolution" from the Kingdom Menu. Thiswill entail a brief period of Anarchy.
10.1 - Anarchy
Anarchy represents not so much a government type as thelack of any stable government. Anarchy occurs when yourcivilization's government falls, or when you decide tohave a Revolution. After a few turns of Anarchy, you willbe able to reconstitute your government.
Anarchy is similar to Despotism, except that the corruptionrate is VERY HIGH (see entry for Despotism). However, notaxes are collected during a period of Anarchy, and noscientific research is conducted.
10.2 - Despotism
-> UNIT SUPPORT
Each unit above the city size costs one shield per turn.Settlers eat one food per turn.
-> HAPPINESS
Up to three military units in each city will institute"martial law", converting an unhappy citizen into a contentcitizen.
-> CORRUPTION AND WASTE
Despotism has a HIGH rate of corruption and waste. Thelevel of corruption in a particular city is based on itsdistance from your capital.
-> SPECIAL
Under a Despotism, none of the science/tax/luxury rates maybe set higher than 60%. ALSO, ANY SQUARE WHICH WOULD ORDINARILYPRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCESONE LESS.
-> HINTS
Because of Despotism's high rate of corruption, it is almostalways an inferior form of government. Try to switch to aMonarchy as soon as possible.
10.3 - Monarchy
-> UNIT SUPPORT
Each unit beyond the third costs one shield per turn.Settlers eat one food per turn.
-> HAPPINESS
Up to three military units in each city will institute"martial law", converting an unhappy citizen into a contentcitizen.
-> CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste. Thelevel of corruption in a particular city is based on itsdistance from your capital.
-> SPECIAL
Under a Monarchy, none of the science/tax/luxury rates maybe set higher than 70%.
-> HINTS
Monarchy is an excellent form of government for a youngcivilization.
10.4 - Communism
-> UNIT SUPPORT
Each unit beyond the third costs one shield per turn.Settlers eat one food per turn.
-> HAPPINESS
Up to three military units in each city will institute"martial law", converting *TWO* unhappy citizens intocontent citizens (so a total of SIX unhappy citizens canbe suppressed).
-> CORRUPTION AND WASTE
Under Communism, state control of the economy eliminatesorganized crime. Your cities, therefore, experience nocorruption.
-> SPECIAL
All SPY units produced under Communist governments aregiven VETERAN status. Under Communism, none of thescience/tax/luxury rates may be set higher than 80%.
-> HINTS
Communism is best for large, far-flung empires which needto maintain a large military. Use your powerful spies tosteal technology from the capitalist pigs.
10.5 - Fundamentalism
-> UNIT SUPPORT
Can support up to TEN units for free; additionalunits cost one shield each. Settlers eat onefood per turn. ONLY Fundamentalisms may produceFANATIC units.
-> HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!
-> CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.However, Fundamentalism has the special disadvantage thatall SCIENCE is HALVED.
-> SPECIAL
Improvements which convert unhappy citizens tocontent citizens (Temples, etc.)produce "tithes" equal to the number of citizens they wouldotherwise convert.
They also require no maintenance.The diplomatic penalties for "terrorist acts" committed byyour Diplomats and Spies are reduced.
Under Fundamentalism, none of the science/tax/luxury rates maybe set higher than 80%.
-> HINTS
Fundamentalism eliminates all happiness problems and providesan excellent revenue. Scientific research tends to languish.
10.6 - Republic
-> UNIT SUPPORT
Each unit costs one shield per turn. Settlers eat TWOfood per turn.
-> HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendlycity (or a fortress within 3 spaces of a friendly city)causes one citizen in its home city to become unhappy.
-> CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste. Thelevel of corruption in a particular city is based on itsdistance from your capital.
-> SPECIAL
Under a Republic, each square which ordinarily produces atleast one unit of trade produces an extra unit.None of the science/tax/luxury rates may be set higherthan 80%.
-> HINTS
Switching to a Republic can give an astounding boost to yourscience and tax revenues, although you'll probably have todivert some of your trade to luxuries.
It becomes moredifficult (and expensive) to keep an army in the field, butbuilding the Womens Suffrage wonder can help with thisproblem.
10.7 - Democracy
-> UNIT SUPPORT
Each unit costs one shield per turn. Settlers eat TWOfood per turn.
-> HAPPINESS
Each unit which is not in a friendlycity (or a fortress within 3 spaces of a friendly city)causes TWO citizens in its home city to become unhappy.
-> CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
-> SPECIAL
Under a Democracy, each square which ordinarily produces atleast one unit of trade produces an extra unit.The units and cities of a Democracy are immune to BRIBERYof all forms.
The science/tax/luxury rates may be set to any leveldesired.
-> HINTS
Democracies can produce spectacular amounts of revenue andscientific research.
However, because of the severehappiness restrictions on military units, this form ofgovernment tends to be viable only for large, advancedcivilizations.
Increasing your luxuries rate and buildingWonders can help alleviate this problem.
11) DISCOVERY EFFECTS
( Advance -> Triggered Effects of Discovery )
Alphabet -> Increases literacy demographics by 8%.
Automobile -> Increases population based pollution. Automobile works with Electronics to change city pictures to the modern style.
Automobile works with Electronics to change the look of people to the modern style.
Bridge Building -> Allows settlers units to construct roads (andrailroads) in river squares.
Ceremonial Burial -> Ceremonial Burial allows temples to make one personcontent. Temples do not function without this advance.
Chivalry -> Changes the types of Barbarians produced by Goody Huts. Changes the types of sea-based random Barbarians units produced.
Communism -> Allows the government type of the same name. Reduces the effect of Cathedrals by one. Cities produce more partisans.
Conscription -> Changes the types of Barbarians produced by Huts.
Construction -> Construction allows settler units to build Fortresses.
Democracy -> Allows the government type of the same name. Allows Courthouses to make one content citizen happy under Democracy.
Electronics -> An additional citizen in each city is make content by colisseums after the discovery of Electronics.Automobile works with Electronics to change city pictures to the modern style.
Environmentalism -> Decreases population based pollution.
Fundamentalism -> Allows the government type of the same name.Allows the production of Fanatics.
Fusion Power -> Eliminates the threat of Nuclear Power Plant meltdown. Adds 25% to spaceship mass/thrust paradigm.
Guerrilla Warfare -> Allows the production of Partisan units. Captured cities produce partisan defenders.
Changes the types of Barbarians units produced by Goody Huts. Changes the types of land-based random Barbarians units produced.
Gunpowder -> Sells all Barracks when discovered. Increases Barracks maintenance cost by
1. Changes the types of Barbarians produced by Goody Huts. Changes the types of land-based random Barbarians units produced.
Industrialization -> Changes city picture to industrial in any non-fantasy game. Changes the look of people to industrial.
Changes the types of land-based random Barbarians units produced. Increases population based pollution. Oil appears as a trade item.
Invention -> Free advances can no longer be gained from goody huts. Invention works with Philosophy to change city pictures to the renaissance style.Invention works with Philosophy to change the look of people to the renaissance style.
Iron Working -> Changes the types of Barbarians produced by Goody Huts. Changes the types of sea-based random Barbarians units produced.
Leadership -> Changes the types of Barbarians produced by Huts.
Literacy -> Doubles literacy demographics.
Magnetism -> Changes the vessel type of sea-based random Barbarians. Increases annual income demographics.
Map Making -> Allows civilizations to exchange maps.
Mass Production -> Increases population based pollution.
Medicine -> Decreases your people's disease percentage by half.
Metallurgy -> Changes the types of Barbarians produced by Huts.
Mobile Warfare -> Sells all barracks and increases barracks maintenance cost by 1. Changes the types of land-based random Barbarians units produced. Ends piracy. Barbarians no longer appear by sea.
Monarchy -> Allows the government type of the same name.
Monotheism -> Monotheism allows Cathedrals to make three people content. Note that Cathedrals do not function without the discovery of Monotheism or Theology and Mysticism. Changes the types of Barbarians produced by Goody Huts.
Mysticism -> Doubles the effect of temples.
Navigation -> Navigation reduces the chances of triremes floundering. Changes the vessel type of sea-based random Barbarians.
Nuclear Fission -> Uranium to appears as a trade item.
Nuclear Power -> Nuclear Power increases the movement allowance of ships by 1.
Philosophy -> The civilization that first discovers Philosophy gains a free advance. Invention works with Philosophy to change the look of people to the renaissance style.
Plastics -> Increases population based pollution.
Polytheism -> Changes the types of Barbarians produced by Huts.
Radio -> Allows engineers to construct airbases.
Railroad -> Railroad allows settlers and engineers to build railroads.All city squares are automatically upgraded to railroad.
Refrigeration -> Refrigeration allows settlers and engineers to double-irrigate lands. All city squares are automatically upgraded to farmland (double-irrigation).
Republic -> Allows the government type of the same name.
Sanitation -> Decreases population based pollution.
Seafaring -> Seafaring reduces the chances of triremes floundering.
Tactics -> Changes the types of sea-based random . Barbarians units produced.
Theology -> Improves the effectiveness of Cathedrals by one.
Trade -> Enables the display of demanded trade goods of foreign cities.
University -> Doubles literacy demographics.
Writing -> Increases literacy demographics by 8%.
Future Technology -> Reoccurring technology.Increases game score.
12) STRATEGIES
12.1 - Beginning Phase
You start out on an undiscovered world, with either one of two settlers.If you have two you're lucky.
One will be used to build your first city,and the other will never be used to build cities, always to irrigateand build roads, because it doesn't need support.
With your buildingsettler look for an area to build your first city. Beside the sea isalways good, but if you are far inland build on/near a river.
Also,you will want to have extra food/resources, so try to build near awheat square, a whale square or a pheasant square for abundant food.This will increase population quickly.
Do not spend too much timelooking for a location for your firs city, about 3 or 4 turns isenough, because you need to build your city early to start buildingand researching.
Next, build a defense unit in the city, then a settler unit(even if theygave you two, you need to build a second city), and then an exporingunit.
Use the settler(s) to irrigate the terrain around your first city,and build roads to the location of the new city.
With the explorer,explore the surrounding terrain, and always inspect goody huts. Youmay get extra technologies.
In the city, you should be building a granary. Also, go to the Tax Ratemenu, and change your tax rate so that you make a profit(of anything,even 1) each turn, and then give everything else to science.
When the Advances screen comes up: Research Code of Laws, Writing, andLiteracy.
As soon as you've discovered Literacy, start building theGreat Library in your most-productive city(should be your first).At the next advance screen, go to goal and select Monarchy. Researchall the things you need to get it.
After you've switched to Monarchy.Start to research the things you need for Leonardo's Workshop, and theneverything you need for King Richard's Crusade. That will bring you intothe mid-game....
While researching, you should be building temples, libraries, marketplaces,anything, in your cities. And each city should have at least a 2-defenseunit defending it.
Your free settler(if you didn't get one at the start,you should have got one from a hut), should be irrigating around yourcities.
Hopefully, your explorer will have met with a foreign leader(as long asyou're not on an island), and you can exchange technology with them.
If they are a powerful nation at this stage, try and make an alliancewith them.
One last point, you should try to build the oracle, it's not extremelyimportant, but it helps with your population's happiness.
12.2 - Settlers
Settlers are your best friends. Well, mine anyway, because I have no otherfriends! Settlers have two purposes - building cities and altering land (orterraforming to you Alpha Centauri junkies).
As mentioned in the previousstrategy, if you have two settlers at the start, you're blessed. If youdon't, wait until you have a few improvements in your city (Granary, etc.)
built before creating your first settler. Then have him irrigate the landaround the city and build roads in all the squares.
Once you have that donebuild a road toward where you will build your next city, and irrigate someof the squares around where it will be built. Once you have that done,build your second city.
Now you can repeat this process over and over untilyou have lots of cities and a bustling population.
12.3 - Improvements
The best improvements to build at the start are in order:
- Granary
- Temple
- Library
- Barracks
- Marketplace
- Courthouse
- Aqueduct (you'll need technology advances to get this one, but when you do build it immediately)
12.4 - Happiness
When your citizens are happy, your city will be more productive. So, you'llhave to introduce measures to keep them happy.
One way is to increase theluxury rate, but this is counter-productive as in order to increase this, youhave to lower science or production.
Only do this if you're a democraticstate or if you have nothing left to build that will make the citizenscontent. There are numerous improvements which add to citizens happiness,these are:
Temple - Up to two discontented citizens are made content
Cathedral - Up to four discontented citizens are made content
Colosseum - Up to three discontented citizens are made content
Police St - Decreases unhappiness caused by troops away from city by 1
There are also wonders which do 'wonders' for your peoples' happiness:
Hanging Gardens - One extra happy citizen in every city
Oracle - Doubles the effect of all of your temples
Michaelangelo's - Counts as a Cathedral in each of your cities
Shakespeare's T - All unhappy citizens in city are content
J.S. Bach's Cth - Decreases unhappy citizens on same continent by 2 per city
Women's Suffrge - Counts as a Police Station in every one of your cities
Cure for Cancer - One extra happy citizen in each city
However, there is also a third way to decrease unhappiness. You can turn oneof your citizens (productive or non-productive) into an entertainer, whichwill increase the happiness of one citizen.
12.5 - Wonders of the World
There are more than 7 Wonders you can build in Civ2, but which ones should youbuild? I'm going to give them all a rating out of ten (with ten being the bestobviously)
Pyramids - 4 : You should already have built granaries in your cities. And this early in the game, you won't have many cities.
Hanging Gardens - 7 : A good wonder to build if your citizens are discontent, but it expires a bit too early for my liking
Colossus - 6 : If you're stuck for money, it's good. But otherwise don't bother
Lighthouse - 8 : Allows you to explore the oceans before everyone else, and gives your ships veteran status.
Great Library - 10 : The best wonder. Gives you technolgies without you even having to discover them.
Oracle - 8 : More happy citizens, what more could you want?
Great Wall - 9 : Helps against barbarians, and gets you peace with everyone.
Sun Tzu's War Academy - 8 : Veteran status is very helpful if you like fighting
King Richard's Crusade - 9 : Building this can allow you to build everything else a lot quicker
Marco Polo's Embassy - 8 : Helps you find those other civilizations that seem to be non-existant
Michaelangelo's Chapel - 6 : A waste of time and effort. Just build individual Cathedrals instead
Copernicus Observatory - 6 : Adds to your science output, but just for one city
Magellan's Expedition - 9 : All your ships can move two squares more every turn . A major advantage.
Shakespeare's Theatre - 4 : Another waste of time. If you have so many unhappy citizens that you need to build this, it'll never be built, as the citizens will be too busy giving out
Leonardo's Workshop - 9 : Excellent wonder. Updates all your obsolete units
J.S. Bach's Cathedral - 8 : If all your cities are on the one continent, this is a 10.
Isaac Newton's College - 7 : See Copernicus' Observatory.
Adam Smiths Trading Co - 7 : Has it's advantages, but comes a bit too late in the game to be super-beneficial
Dawin's Voyage - 7 : Good, but only if you're not a democracy.
Statue of Liberty - 9 : Allows you to choose any government, and gets rid of unrest.
Eiffel Tower - 8 : Other civilizations will love you.
Hoover Dam - 8 : Gives Hydro Power everywhere, which allows you to build even more.
Manhattan Project - 1 : Let someone else build it. I hate Nukes.
United Nations - 10 : The best late-game wonder. Allows for Peacekeeping missions under democracy. You can gain peace with anyone whenever you want.
Apollo Program - 7 : Allows you to build your spaceship. Only build it if you're far ahead.
SETI Program - 8 : Far far better than Newton's College.
Cure for Cancer - 8 : The late-game Oracle.
13) FREQUENTLY ASKED QUESTIONS
This section is for all questions about Civilization. Unlike the othersections, it contains its own Table of Contents to help you findthe question you're looking for. If you have a question that is notlisted here, don't hesitate to post it on my message boards.
Q1 - Late in the game (under Communism), I had "civil disorder" in a couple ofmy cities. What causes "CIVIL DISORDER" in one city and NOT in another???
A1 - a The main cause of Civil disorder under comunism is unhappiness. In order tomake your citizens happy, you can enforce martial law under communism byhaving troops in your city.
Each one of these will make 2 unhappy citienscontent. Another way is to increase luxuries, or you could change onecitizen to an Entertainer.(Q - Adrian)
Q2 - How do you keep Democracy from falling from Civil Disorder?
A2 - All you need to do here is raise your luxury % to around 20%, and then youwill be able to use Democracy the way it's meant to be used.(Q - Adrian)
Q3 - What causes a city to NOT be able to sustain an improvement?And, what measures can be taken to prevent that from happening?
A3 - The cause of not being able to support an improvement is lack of money.In order to combat this, get more money.
This can be done in a number ofways: change citizens to Tax collecters, increase Tax %, or change yourtype of governement.(Q - Adrian)
Q4 - What did you mean by "I'll stop there because I don't want to decide youroutcome."?
A4 - Simple really, if I kept telling you what to do I would be playing thegame for you. And where's the fun in that?(Q - Adrian)
Q5 - You list Scenarios in your Guide. Where can I get these?
A5 - The scenarios I have listed are only available through the Fantastic WorldsAdd-On disc by Microprose which can be bought in some retail outlets, oronline.(Q - KCougar10)
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