Advanced civilization manual
The battles which emerge are normally the result of shortage of land rather than attempts to eliminate other nations. The player who effectively balances each aspect of the game will build the strongest civilization and win the game. In contrast to most other board games the results of combat and other calculations don't involve chance - the only exception are event cards which may involve calamities like earthquakes or revolts. From Mobygames. Original Entry. Uploaded by denzquix on June 30, Internet Archive's 25th Anniversary Logo.
Search icon An illustration of a magnifying glass. Each value has two different goods. So the one value has ochre and hides.
The two valued cards are iron and papyrus, and so on. The value of the trade good goes up exponentially the more of it you have. For example, Ochre has a value of one by itself. Having two Ochres gives a value of 4, or 2 squared, while three ochres is 9 points 3 cubed. Some tech increases the value of certain goods, while other advancements give other uses for the goods. Such as grain being used to offset famines. Trade goods are also finite, which limits the amount you can hoard. Lastly, you may get a calamity instead of a trade good.
This can range from slave revolts to floods or famines. There is a trade portion where you can trade 3 goods with another faction. You do this by either offering goods up, or responding to another civilization's offer.
The twist is that you or your opponent are allowed to lie about one of the goods offered. This can be replaced with either a lower valued good or a calamity. And this is where the game becomes interesting. You also need to trade to increase the value of your goods as well as to offload disasters onto your competition.
Additionally, your cities are counted at the end of the turn rather than at the beginning, so it is ok to lose a couple of cities to disasters.
So civilizations have this ebb and flow, where there is a constant shift in power. It is also impossible to eliminate any civilization, or to conquer the map.
The idea is not to avoid disasters, but rather to recover from them as quickly as possible. This leads to great replay value as well as challenging and rewarding play. It does punish mistakes rather mercilessly, but in a way that you can learn from it. Rhaa 0 point. Kukko 0 point. Yovzub, check boardgamegeek. Bill 0 point. KC 0 point. I downloaded the ISO version using Boxer. I then downloaded the other version below, and it did load into Boxer and seems to work fine. I do not know what the problem is with the ISO version, but in reading the other comments it does not seem like I am the only one with a problem with this game.
EbonyShadow 1 point. How do you tell the game where the CD image is located? Yovzub 0 point. Someone knows where can if find them or how do I replace them. Thank you for the information. Martin 0 point. We have played this game quite often as a board game 20 or 25 years ago. If you know the number of cards on each deck, you can forsee at which card a catastrophic event will strike. And at advanced play it is about managing that your opponents get those events. You can run the game using the distribution disks, but no information will be saved.
We suggest making back-up copies of and using those to play from. A description of how to make back-up copies follows. Also, format disks before doing any copies -- to make sure the disk is "clean" and in good operating condition. Regardless of the type of drive that you have, format one disk for each of the game disks and one disk for your save-game files. Installation on a Hard Disk. You can copy the original distribution disks onto a hard disk. The files copied are standard DOS files.
They can be copied, erased, and optimized as desired. Install Program: For your convenience, batch files are included that automatically install the program onto your hard disk. Warning: The install batch file assumes that you will install from a floppy drive A: onto hard disk C:, D:, or E:. If your hardware configuration is different, do not use the batch file.
The program copies all files into the CIV subdirectory. BAT", for your convenience. Thereafter during play you are prompted when you must remove the " 1" disk and insert the " 2" disk. Note that at certain times the game accesses the " 1" disk for information, so do not remove the " 1" disk from your drive once the game has begun unless prompted to make a switch. Also, be aware that game animations and certain additional graphics are only available from two disk or hard drive systems.
Use the back-up copies made in the install instructions above. Set Speed: If you have a "turbo" or multi-speed computer, use your normal speed setting. Loading from Floppy Disks with Two Drives. Put the " 2" disk in the second drive to start. Do not remove a disk from your drive once the game has begun unless prompted to do so or saving or loading a saved game from a saved game disk.
Use the back-up copied made in the installation instructions above. Loading from a Hard Disk. Turn on your machine. Graphics Options. This option provides 16 colors. Tandy Select this option if you have a Tandy Sound Driver Options. When Civilization loads it asks you to select a sound option. The current options include the following: No Sound: This turns off all sound throughout the game. Tandy Sound: Only use this option on Tandy computers, which include a special music chip.
If you encounter problems when using Roland sound hardware, remove any other MIDI input connection and try again. Custom Drivers: In the future, MicroProse may supply custom sound drivers for new sound boards.
EXE and select "Custom sound driver" when starting the game. Loading Problems? If the program does not load or run correctly, turn off your machine and restart it. Make sure DOS and Civilization are the only programs loading into memory. Certain RAM-resident programs or tools can conflict with Civilization. If you continue to have trouble, try the original Civilization disks. Your copies may be bad.
If the original doesn't work, try the original Civilization disks in another PC. If the disks work in another machine, then your machine has compatibility problems i. Sometimes an alternate setting will work. If you have trouble loading on other machines as well as your own, you may be one of the tiny percentage with a defective disk.
Please have a pencil and paper handy. Saved Games. You may savegames currently under way and continue them later. Games may be saved onto your hard drive or a previously formatted saved game disk. You may not save your games onto your game disks or back-up game disks. To save a current game, pull down the Game menu and choose "SaveGame". When you have the GameOption "Autosave" turned on, your game is saved every fifty turns.
Saving Games to a Floppy Drive. Place your previously formatted saved game disk in the floppy drive you wish to save to, normally either your A: or B: drive Be aware that you cannot format a hard disk while the game is underway, so have formatted disks handy.
Enter the letter of the drive where you previously placed your save game disk and Press return. This opens the saved game files on your save game disk. Move the highlight to the file into which you wish to save your game and press return. This saves your game into the file. Saving Games to a Hard Drive. The letter of your hard drive is already shown in the window, so simply press Return.
Loading a Saved Game. Saved games can only be loaded as a pre-game option. To load a saved game, follow these instructions: 1. Choose the option "Load a Saved Game" when you start the game. Type the letter of the drive where the saved game disk is located, either on your hard drive D: or C: normally or a floppy drive A: or B: normally.
Numeric keypad keys 1. Unit Commands. Short Keys Information. The following additional features were added to the IBM version. While selecting your pre-game options you may insert any name you wish for your tribe instead of selecting one of the fourteen available from the Select Your Tribe menu. To insert a name of your own, press the Escape key when the tribe menu opens. Then type in the name you wish and press the Return key to enter it into the game. It is recommended that the name be made plural, such as "Scots, Franks," or "Hittites," so that the game text reads correctly.
Thereafter your civilization is known by this name. Menu Help. When you have opened the production change menu from the city display, or when you are asked to select a new advance for your scientists to pursue, you may obtain access to the Civilopedia to help you make your decision.
Using the mouse, click the RMB on any selection to read about it from the Civilopedia. Menus that have this help function indicate that it is an option.
Additional Game Menu Options. As for all Options choices, a check-mark indicates the option is off. Sound: Choosing the Sound option toggles the music and effects off and on. Enemy Moves: When this option is on, the program shows you the moves of all enemy units that you are aware of. When off, you see only the enemy moves that cause combat, or those that occur on the part of the map currently visible in the map display.
Turning off enemy moves may have the effect of speeding play later in the game when there are many enemy units moving. In addition, two other options need further comment. Animations: It is recommended that anyone playing from floppy disks turn off Animations as this significantly speeds play. AutoSave: Each floppy disk has ten saved game slots.
The first four, numbered , are for games saved on demand from the Game menu. The other six, numbered , are for games saved through the AutoSave option. This symbol indicates that the item has already been made obsolete by the advance of technology, even though you may still build it.
Unhappy People. Under Republics and Democracies, people are made unhappy b ground units and ships not in their home city.
People are also made unhappy by air units and nuclear bomb units, regardless of location. Replay Options. When you retire from play, a menu opens offering the option of reviewing a variety of replays of your civilization's history. Quick Replay: This replay shows the basic land mass of the world and repots the founding, capture, and destruction of cities by all civilizations throughout the game. From this replay you can quickly see what happened while you were busy in your part of the world.
This replay proceeds on it's own. Complete Replay: The complete replay shows the information reported in the quick replay, but also reports who first achieves each civilization advance, who first builds each unit and Wonder, changes in the state of war or peace between civilizations, and the destruction of civilizations. At various dates this replay reports your standing in the world.
The complete replay stops after each information report. You must press the Spacebar or the Return key to proceed. Write Replay to Disk: Choosing this selection writes the Complete replay information into a text file named "Replay. In addition, a map of the world is also saved. This map shows all land mass and the location and nationality of all cities. It also shows where cities that have been destroyed were located. Once you have left the program you can print this information out as a text file and you may read it by opening it in a text editing program.
When you retire, a Powergraph appears showing the relative strength over time of the civilizations in the game, including yours. The power of all civilizations in the game is indicated on the graph by lines in the civilization's color.
The higher a line climbs, the greater the power of the civilization. Civilizations that are destroyed have their lines fall to the bottom of the graph. For this graph, power includes everything your civilization possesses, including cities, population, improvements, Wonders, your treasury, and units. If you do not use a mouse, you must use the following controls to perform functions otherwise handled by the mouse. All other IBM keyboard commands noted in the manual operate normally. Menus: All menus listed in the Menu Bar may be opened by pressing the Alt key plus the first letter of the menu's name.
Use the arrow keys or the numeric keypad keys to move the menu highlight up or down. The keypad 8 key moves the highlight up and the 2 key moves the highlight down.
Press the return key to select the option that is highlighted. Buttons: Almost all buttons are operated in the same manner. Enter the key for the first letter of the button's name to press the button. The only exceptions are the "Info" buttons on the Intelligence Report which are numbered and opened by pressing the correct number key. Map Display. At the map display, press the Tab key to turn on the map cursor.
This white box appears on the currently active unit or at the center of the map window. The cursor may be moved around the map using the numeric keypad keys. When the cursor is moved off of the map window, the map scrolls, re-centering on the cursor. Jump Map: You can jump around the map faster by holding down the Shift key while pressing the keypad direction keys. Activating Units: Units on sentry duty or fortified may be activated by moving the cursor onto their map square and pressing the Return key.
This opens a menu of the units in the square. Highlight any unit you wish to activate and press the Return key again. When you have finished activating units in the square, press the Escape key to return to the map. Opening City Display: To open a city display, move the cursor onto the city's map square and press the Return key.
City Display. All buttons on the city display are operated by pressing the first letter of the button's name. City Map Changes: To remove people from the workforce or rearrange where the people are working on the city map press the P key. This places the cursor on the city square. Use the arrow or keypad keys to move the cursor around the city map.
When the cursor is on the square from which you wish to remove the people, press the Return key. This removes the workers from the square and converts one citizen in the population roster to a specialist. To put a specialist back to work on the map, move the cursor to the correct empty square and press Return.
The specialist converts back to a normal citizen and the square goes back into development. If you currently have no specialists and press return while the cursor is on an empty square, the workforce is rearranged on the map as your advisors recommend. When you are finished making changes on the city map, press the Escape key.
Specialists: Each time you create a specialist, he appears as an Entertainer in the population roster. Specialists are numbered , beginning from the left. You can convert Entertainers to Taxmen and Scientists by pressing the number key that corresponds to the Specialist. For example, to convert the second Entertainer from the left into a Scientist, press the 2 key twice.
The first press of the 2 key converts him into a taxman and the second converts the taxman into a scientist. A third press makes him an entertainer again. Specialists are converted back to normal citizens by putting them back to work on the city map, as explained above. Selling Improvements: To sell and improvement, press the S key. This turns the improvement roster into a normal menu with a highlight bar.
Move the highlight bar to the improvement you wish to sell and press return. The improvement is sold and disappears from the roster. Activating Units: Units on sentry duty or fortified within the city may be activated from the information window. Press the Info button to show the units if they are not already visible.
Sentry units are faded out and fortified units have a black border around them. To activate these units, press the A key. This makes the first unit blink. Use the keypad direction keys to move the cursor to the unit you wish to activate and press the return key. This activates the unit. When you are finished activating units, press the Escape key.
Although the software is not protected against copying, there is a form of paper protection included. After every 50 turns you are asked to answer a simple question regarding the civilization advances included in the game. You are shown the picture of an advance and asked to choose the prerequisites for it from a list. You are given a range of pages in which the correct answer can be found. Because this special version of Civilization has a different manual from store-bought versions of the game, the page numbers listed are incorrect.
To answer the quiz, find the name of the advance in the Copy Protection Answers section of this manual, and select the prerequisites listed with it. Movement along Railroads costs 0 movement points. Special Resources. It combines the forces that shaped history and the evolution of technology in a competitive environment. You have great flexibility in your plans and strategies, but to survive, you must successfully respond to the forces that historically shaped the past. When play begins, your civilization is small and requires only a few decisions each turn.
But each decision can have important ramifications later. A number of displays make it easy to understand the issues and implement action. If you prove an able ruler, your civilization grows larger and even more interesting to manage.
Inevitable contact with neighbors opens new doors of opportunity: treaties, embassies, sabotage, trade, and war. As time passes, the number of important decisions required each turn increases. First you must think tactically: location of cities, production of military units or city improvements, exploration of the immediately surrounding lands.
Soon, strategic plans must be formulated: war or peace with immediate neighbors, when to explore and expand overseas, when to change your type of government, where to focus technological research. The success of the civilization that you build depends upon your decisions. As ruler, you manage the economy, diplomacy, explorations, technology research, and war machine.
Your policies must be flexible in an evolving world. Military units inevitably become obsolete and need replacement as more advanced technologies appear. The balance of power among your rivals can shift. Economic and governmental policies may have to be modified, lest you fall behind in critical technologies.
The past civilizations of Alexander the Great, the Hittities, Napoleon, Genghis Khan, and others all held pride of place on the world's stage at one time, but all eventually collapsed. You are challenged in Civilization to build an empire that stands the test of time.
You may succeed where your predecessors failed. If you locate cities properly, build them soundly, defend them aggressively, and neutralize the danger from potential enemies, the descendants of your tribe may not only survive, but lead the colonization of space. With only part of the population needed to provide food for all, the rest could afford to specialize in the tool making, trading, engineering, and managing, that urbanization made possible.
Specialization improved efficiency and production. Cities encouraged a rapid exchange of ideas. A teacher could reach many students at once, not just a few. City residents cultivated the nearby fields, logged the forests, and gathered fish from the rivers, returning each night with the result of their labors.
This produce and raw material was bartered in the city markets for the goods and services of others. Charcoal from one area and iron ore from another might be taken into the town smelter who made the iron that the blacksmith turned into tools. But cities developed unique problems. As they grew in size it became more difficult to provide sufficient food from nearby farmland. Over- crowding, menial jobs, and living conditions often led to unrest among the poorer citizens.
Prosperous cities became tempting targets for rival civilizations and barbarian invaders. Cities and civilizations that developed better management and new solutions to these grew and prospered.
Those that failed have left their ruins around the world as warnings. In Civilization , as in history, a key step and a fundamental concept is the founding and management of cities.
The civilization you are about to rule begins as a prehistoric wandering tribe that has just reached that critical stage where it is capable of building cities. The first step is to build one city and from there expand. As your civilization grows, cities will spread over several islands and continents. Each city acts as a giant processing plant for the food, resources, and trade of the adjacent lands. The people of a city go out and work the nearby farmland, mines, forests, and the city converts the result of their labor into more people, armies, cash, luxury goods, temples, universities, etc.
Raw materials are transformed by cities into the power and ideas your civilization needs to prosper. Food that is collected feeds the local population. When there is a food surplus the population grows. Your first city has a small population that can only work part of the land the city controls. As the city population grows, more land can be worked, increasing production. Before long you can afford to send settlers from the first city to another nearby.
Resources are the lumber, metals, energy sources, and other raw materials that are used in industry. Through the craftsmen and shops of the city these resources are made into items useful at home or elsewhere in your civilization. Larger cities normally generate more resources and thus build things faster.
Each city can build only one item at a time. This could be a military unit such as a Phalanx or Battleship, a city improvement such as a Temple or University, or perhaps a Wonder of the World. Trade is generated by the highways of commerce: roads, rivers, and oceans. All nearby trade passes through the city bringing in luxury goods, cash, and new ideas. Your policies can adjust how trade is divided among luxury goods, cash, or research. There may be times when a city requires more luxury goods to make more people happy, or times when more tax revenues are needed in the treasury.
Higher taxes mean more revenue, but may result in more people becoming unhappy. As your cities grow they require more care in keeping them productive. Large cities are desirable for production but have inherent problems. A critical one you must deal with is the happiness of the population. The people can range from happy, to content, to unhappy. Having to many unhappy people may lead to revolt. Luxury goods make people happy but may mean fewer tax revenues or a reduced flow of technology.
By adjusting the flow of luxuries, changing types of government, building city improvements, instituting martial law, and other means, it is possible to keep even the largest city content and productive.
Technology is a second concept fundamental to Civilization. To make the transition from wandering hunter-gatherers to city dwellers, humankind had to possess some essential knowledge and skills.
To advance beyond the first stages of city dwelling requires a corresponding advance in knowledge. At the start of Civilization , with your tribe poised on the threshold of history, they already possess some basic knowledge.
The people understand agriculture, irrigation, construction of roads, and the construction of homes and other buildings. But this isn't enough knowledge to survive through the coming ages.
Learning new technologies opens the door to new abilities. A small island-bound civilization that learns Map Making can now build ships and expand overseas. The time it takes to acquire new technology depends on how much of your trade is allotted to new ideas.
You must choose between luxuries that make the people happy, cash for the treasury, and technology research. The more trade allocated to this research, the faster the next step is acquired. When enough research has been done, your civilization acquires the new technology and can begin working on something new. The world where your civilization exists is mostly unknown to you, a mystery except in the immediate vicinity. To find out more about it you must explore.
Not only is the world hidden, but also unknown are the locations of other civilizations. Other civilizations, especially those nearby, complicate your tasks as ruler. Each is ruled by one of your peers, and they are competing for the same resources and opportunities as you.
They also are looking to expand and grow; at your expense if given the chance. Once contact is made, you can no longer concentrate solely on the growth and expansion of your civilization.
Now you must assess the strength of rivals, adequately provide for the defense of your cities in case of war, or consider making war yourself. Successful wars can be very useful.
Capturing cities is much easier than building them up from nothing, and may provide loot in stolen technology and cash. Weakening rivals reduces the threat they pose. However, long, costly wars may allow unengaged rivals to expand and grow in strength while you spend resources on arms.
To explore the unknown and contend with your rivals, you can build armies, navies, and other special units in your cities. Once an army or naval unit has been built, it is available for movement and combat. These units extend the power of your civilization around the world. When they enter hidden areas of the world, the shroud of mystery is removed and that area becomes known. In this way you uncover the world, finding suitable areas for new cities and eventually making contact with other civilizations.
Three special units are available that can be useful to a ruler. Settlers are groups of citizens that are your pioneers. They may found new cities and also build terrain improvements such as roads, irrigation, and mines that increase the productivity of your cities.
Diplomats are your emissaries and spies. They can establish embassies with rivals and also perform a number of cloak and dagger tasks. Caravans are bands of merchants that transport the produce of your cities around the world to other cities, bringing in cash and establishing trade routes. Trade routes increase the trade of the home city, resulting in more cash, luxuries, and technology.
Wonders of the World are unique city improvements, usually structures, that can only built once in the entire world. Once a particular Wonder is built by a city, no other city may build it.
Each Wonder brings glory to the civilization owning it, and some unique tangible benefit as well. For example, if one of your cities builds the Oracle, all Temples throughout your civilization become twice as effective in making people content. The fundamental concepts for a successful civilization are the expansion and growth of your cities, and acquiring new technology. In a word, you must grow. In this dynamic world environment, surrounded by rivals in unknown corners, there is no future in complacency and stagnation.
You must press forward on all three fronts: spread your cities out to claim a significant share of the world, increase the size and production of each city, and strive to acquire the latest technology. Your civilization cannot afford to lag to far behind in any of these three spheres. A sufficient number of powerful cities can maintain the quantity of your military in any arms race.
Keeping abreast of technology assures the quality. The Hittites on antiquity had a brief moment of glory because the technology of their weapons was superior to that of their neighbors. But those neighbors had much larger populations, and when they acquired the same technologies, the Hittites were ushered off the world's stage.
Cortez landed at the Aztec city of Vera Cruz with only a few hundred conquistadors, but with the aid of superior weapons and diplomacy, he soon had Montezuma crying in his chocolate.
The Aztecs were deposed because they could not learn the technology of the Spanish. Do what you can to keep your civilization growing in every area. More and larger cities, better technology, and better armies mean survival. Each city must be planned, managed, and protected so that it contributes to the power and glory of your civilization. By maintaining this pattern of growth over the years, you have the best chance of avoiding the fate of the Hittites and Montezuma.
Sorting the Materials. This manual provides detailed instructions on how to play and gives information on the background of the topic. It applies to all computer systems, but specific references are given for use with an IBM system, for which the game was first designed.
Learning the Game. Study Method: You can study the actual controls and instructions in this manual. Now begin play and refer back to the instructions as needed. Jump Right In Method: This is the most popular with experienced game players. We recommend you at least read the sections Cities and Civilizations, Interface Introduction, and Ending the Game and Winning, but even this is not necessary. Refer to the manual for help with problems that arise.
The interface of Civilization is designed to take advantage of the mouse. It may be played with a keyboard-only interface, but play is faster if you have a mouse available. The interface operates mainly through two main game displays, the map display and the city display. Each of these displays is described in detail in its own manual section.
Across the top of the map display is a menu bar. From the menus available here you can reach additional game functions and information not available from the displays. The interface relies heavily on menus that are used in a similar manner. Labeled buttons are also used in several places to perform a game function or reach further information.
Using the Mouse: To click the mouse on some part of the game, move the torch that is the pointer onto the desired location and click the correct mouse button. The IBM mouse has two buttons and the interface makes a distinction between them. The left mouse button LMB is used to perform actions such as scrolling the map or activating a unit.
Menu Choices: Throughout the manual you are instructed to pull down menus to open them up and reveal the options they contain. To open a menu using the mouse, place the pointer on the name of the menu in the menu bar and press the LMB.
If you click the button the menu opens and stays open. Alternatively, you can press and hold the button, and then drag the pointer down the list of options.
When playing with the keyboard-only interface a shortcut key can be used to open the menus of the menu bar. Alternatively, if you pull down a menu, the options are highlighted as you pass over them. When the option you wish is highlighted, let the mouse button go to make your selection.
From the keyboard, you make menu selections by using the keypad 8 and 2 keys to move the highlight bar up and down the menu until the choice you want is highlighted. Press the Return key to make your choice. Shortcut keys: Even when using the mouse, there are places when one keystroke can save several steps. Included in the interface are several of these shortcuts. Map Interface. The map interface is explained in detail in the manual section, The Map Display.
However, a few important commands are included here to help get started. Click the LMB on any part of the world map in the world window to center the map display on that part of the world. Current Unit: The unit on the map that is blinking is the current unit. It is waiting for you to give it orders. You can move it with the key-pad number keys corresponding the map direction you wish it to move.
City Display Interface. The display interface is explained in detail in the manual section, The City Display. A few important commands are included below. Press the exit button to close the display and return to the map. Production: Press the Change button above the production box to open a menu of items that can be built. To start, first boot the game. After the title and credits appear, you proceed to the selection of the following pre-game options. The first menu that appears asks you to choose which game to load: Start a New Game: If this option is chosen a new game is begun on a newly generated world.
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