00N000000000000000000*00000000000000000000000000000000 400 .0000000030000000000+00000000000000000000000000Y00000000 00<00006?7?0000007(000000000000000000;0000 000000 000000 0000000000000000000000000000000000000000000000000000%00 0000 000000000000%000000000000x0000%70000000000000000000000000000 000000000000000000000000000000000000000000000000'<0000_90000 000000900G#%72700u"0000000000000000000Z 00/0000000000006 000000000000 00000000000000000000000000000000000000000000000000 *ROADS Roads of good quality improved communications between cities. This was important for trade and for military purposes. Good quality roads were passable in nearly all weather, and could be traversed by wheeled vehicles much faster than bare dirt trails. This meant that mounted messengers, commercial wagons, and military units all could move from one part of the road network to another at good speed. This made it easier for centrally located armies to reach threatened frontiers. The most famous roads of antiquity were the Persian Royal Road and the Roman roads built throughout southern Europe. *ROADS2 Built by Settlers only. Press the Road key (R key) or select Build Road from the Orders menu. Roads may not be built over Rivers until you have acquired Bridge Building. Units moving from one road square to another road square use 1/3 of a movement point regardless of terrain. Roads increase the trade generated by Grasslands, Plains, and Deserts. *RAILROADS Railroads revolutionized transportation by providing a relatively cheap and fast method of moving people, raw materials, finished goods, and military units. Railroads were essential to the Industrial Revolution. Not only did they support and encourage industrial growth by dramatically reducing transport costs, but they spurred technological research on their own. Advances in locomotive technology and engineering spun off into other industries and applications. Railroads were the first great industrial corporations. *RAILROADS2 Built by Settlers only, and only in squares that already contain a road. Press the Railroad key (R key). Units moving from one railroad square to another railroad square use no movement points regardless of terrain. Railroads increase food and resource production in a map square by 1/2 (rounded down). They increase trade by the same amount, but before the effects of Republic or Democracy governments. *IRRIGATION When the early farmers moved down from the hills into the valleys of the Nile, Tigris, and Euphrates Rivers, they had to develop the technology of irrigation. The freshwater rivers passed through lands essentially barren due to the lack of rainfall. Through irrigation, water could be removed from the rivers and spread on the nearby land, making it bloom. Ever since these early days, irrigation has been an important tool of farmers, making other deserts bloom as well. Modern examples are the very productive deserts of California. *IRRIGATION2 Irrigation increases the food value of River, Grassland, Plains, Desert, and Hill squares. Only squares vertically or horizontally adjacent to water (Ocean or River) or existing irrigation squares may be irrigated. *MINING When thinking humans first evolved, it was possible to find nearly pure deposits of several metals exposed on the Earth's surface. The most common were gold, silver, and copper. As time passed, the surface deposits were exhausted and men began digging into the ground looking for more. The mining and excavation of the Earth in search of minerals continues today, although the list of things for which we dig has greatly expanded. The discovery of new metals and resources, or new methods of extraction, often turned previously unwanted areas into mother lodes of oil, uranium, platinum, etc. *MINING2 Mining increases the production value of Desert (+1), Hills (+3), and Mountain (+1) squares. *FORTIFY Roman legions on campaign halted their march early enough each evening to build a completely fortified camp for the night. They had learned the value of defensive fortifications when under attack. Where possible, it was the standard practice of most armies to build defensive works of some type whenever expecting an attack. Fortified defenders had their fighting strength multiplied, making it much harder for an attacker to dislodge them. *FORTIFY2 A fortified unit has its defense value increase by 50%. *FORTRESS To guard important positions such as mountain passes, fords, or invasion beaches, you may build a Fortress. When properly defended, a Fortress may block the path of approaching enemies. Fortresses may be built by Settlers once you have achieved the advance of Construction. They may be built on any land square except one containing a city. A city founded in a Fortress square destroys the Fortress. A Fortress doubles the strength of all defending units after considering terrain and veteran status. Units defend a Fortress one at a time. Unlike combat in normal terrain, all other defenders in a Fortress are not destroyed when one unit in the square is destroyed. *FORTRESS2 Built by Settlers only. Press the Fortress key (F key) or choose the Fortress option from the Orders menu. Doubles the strength of defenders. Units defend one at a time. May not be built or exist in a city square. *PILLAGE You may destroy the irrigation and mining improvements of enemies by moving a unit into an improved square and ordering the unit to pillage. This reduces the production of the nearby city and forces the enemy to redo the work later to restore it. If you have plans to capture the nearby city, it may be best not to pillage because the city and production may soon be yours. *PILLAGE2 Any square improved by mining or irrigation may be pillaged by pressing the Pillage key (Shift + P key) or by choosing the Pillage option from the Orders men. The pillaging unit must have movement remaining. *DISBAND At times you may wish to eliminate friendly units. They may be obsolete, or costing resources to maintain that you wish to employ otherwise, or they may be causing unhappiness in their home city under the Republic or Democracy governments. To eliminate an unwanted unit, order it to disband. The unit is removed from the map and its home city display. *DISBAND2 To disband a unit waiting for orders, press the Disband key (Shift + D keys) or select the Disband option from the Orders menu. *VETERAN UNITS During the American Civil War, green units that had never been in battle were said to have "seen the elephant" after being under fire for the first time. They were now veterans, having been witness to, and part of, something that could never be completely conveyed to those without the experience. The historical evidence shows that trained, veteran soldiers were dramatically more likely to survive and perform their combat mission than inexperienced troops. For American replacements in World War II, the first two weeks in combat were the most dangerous. After that period they had become veterans and wily in the ways of battlefield survival. *VETERAN UNITS2 Veteran units have their attack and defense values increased by 50%. Units may become veterans by winning a battle or if built in a city with a Barracks. *ANARCHY Anarchy is a breakdown in government resulting in the absence of political authority or any cohering purpose. The government ceases to function, along with any services it provides. While anarchy has been seriously proposed as an alternative to government, it has never achieved more than fringe acceptance. Anarchy has occurred at various times in history following great social upheaval caused by revolution, war, natural disaster, or disease. In almost every case, anarchy meant panic, disruption, waste, and destruction. *ANARCHY2 Squares producing three or more of any commodity have production reduced by one. For example, a square that normally would produce three food produces only two under anarchy. Units up to city size do not require maintenance. Military units in a city decrease unhappiness. No taxes collected or knowledge accumulated. *DESPOTISM Despotism is a primitive form of government that is nevertheless useful for a beginning civilization. Due to the minimum of maintenance required for units, it is possible to field relatively large armies for the population and build new items quickly. However, the growth of cities is ultimately retarded by despotism and in order for them to continue to grow to substantial size you must adopt a new form of government that increases food and resource production. Despotism is most useful during expansion and wartime. *DESPOTISM2 Production squares of 3 or more reduced by one (3 food->2). Home city units numbering less than or equal to city size do not require maintenance. Military units in city decrease unhappiness. *MONARCHY Monarchy is the form of government that most often replaces a despotism. Under a monarchy, food and resource production can both be dramatically increased by mining and irrigation when your cities have reached a healthy size. Although war may be somewhat more difficult to wage than under despotism and new production may slow, ultimately your cities can achieve much greater strength and overcome the early handicaps this government might impose. *MONARCHY2 Normal economic effects. Units require 1 resource per turn to maintain. Military units in city decrease unhappiness. *COMMUNISM Communism is similar in effect to a monarchy with one important exception. Under a communist government, corruption is at the same level in all cities. This makes it especially attractive for empires that are spread over large distances. Normally in this case, corruption may be overwhelming at the fringes of the empire. But under communism, corruption may remain manageable. Communism is equivalent to the monarchy in its ability to allow greater production than a despotism. *COMMUNISM2 Normal economic effects. Units require 1 resource per turn to maintain. Military units in city decrease unhappiness. Corruption equal in all cities. *REPUBLIC The "republican" form of government encourages greater economic freedom among the people and leads to dramatic increases in trade. More trade means more luxuries, tax revenues, and science research. However, under a republic war is much more difficult to wage because military units not in their home city cause one citizen to become unhappy. Most cities can therefore only afford to have a few military units on campaign without risking civil disorder. The republic becomes especially useful when your cities have grown quite large, because the increase in trade is very helpful in providing luxuries and maintaining a reasonable rate of technology advance. *REPUBLIC2 +1 trade per square where trade exists. Must accept all peace offers. Military units in city do not decrease unhappiness - no martial law. Military units not in city increase unhappiness. Units require 1 resource per turn to maintain. *DEMOCRACY A democracy government dramatically increases trade in the same manner as a republic and has one major additional advantage. There is no corruption in cities under a democracy, which makes it very useful for large empires. However, a democracy has two unique worries. First, military units not in their home city cause two citizens to be unhappy, not one citizen as in a republic. This makes war especially hard to wage. Also, if any city in a democracy slips into civil disorder, the government is immediately overthrown and becomes an anarchy for several turns. While a democracy has tremendous economic advantages, it is fragile and requires vigilance. *DEMOCRACY2 +1 trade per square where trade exists. Must accept all peace offers. Military units in city do not decrease unhappiness - no martial law. Military units not in city increase unhappiness. Units require 1 resource per turn to maintain. No corruption. Civil disorder leads to Anarchy. *POLLUTION Pollution may be caused by large resource production in cities, large city populations, nuclear weapons, or the meltdown of a Nuclear Power Plant. If a city has a potential pollution problem, smokestacks in the city display information window indicate the probability that a nearby map square may become polluted. *POLLUTION2 The pollution in a map square may be cleaned up by a Settler. Move the Settler into the square and press the Pollution key (P key) or choose the Pollution option from the Orders menu. It takes four turns of work to clean up pollution. If pollution gets out of control, global warming may occur. *SENTRY Units ordered to go on sentry duty are shown faded out on the game display and thereafter do not flash each turn waiting for orders. This is useful when you have a unit in a square where you wish to leave it and do not, or cannot, have it fortify. Also, sentry units in a city are automatically loaded onto any ship that can carry them and sails out of the city. *SENTRY2 Place a unit on sentry duty by pressing the Sentry key (S key) or by choosing the Sentry option from the Orders menu. A Sentry unit may be activated by clicking on it with the LMB, or when an enemy unit moves adjacent to it. *LUXURIES The provision of luxuries for the people of your cities is indicated by the bright diamond symbols in the resource window of the city display. Each two luxuries makes one contented citizen happy, or one unhappy citizen content. The amount of luxuries a city produces is mainly determined by the luxury rate of your civilization, the percentage of each city's trade that arrives as luxuries. You can modify this rate by adjusting your tax and science rates from the Game menu. *LUXURIES2 You can also increase luxuries by building Marketplace and Bank improvements, and by turning some of your citizens into Entertainers. *TAXES The taxes collected by a city is indicated by the gold coin symbols in the resource window of the city map display. The taxes collected by the city are first put toward paying for the maintainence of the improvements that exist in the city. Any surplus is added to the treasury and any shortfall is withdrawn from the treasury. The amount of taxes a city produces is mainly determined by the tax rate of the civilization, the percentage of each city's trade that arrives as taxes. You can modify this rate by adjusting your tax rate from the Game menu. *TAXES2 You can also increase taxes by building Marketplace and Bank improvements, and by turning some of your citizens into Taxmen. *SCIENCE The science research contributed by a city is indicated by the light bulb symbols in the resource window of the city display. The science from a city is added to previous research and, if enough research has been done, a new civilization advance is achieved. The amount of science a city produces is mainly determined by the science rate of your civilization, the percentage of each city's trade that arrives as new knowledge. You can modify this rate by adjusting your science rate from the Game menu. *SCIENCE2 You can also increase science by building Library and University improvements, certain Wonders, and by turning some of your citizens into Scientists. *TRADE ROUTES Trade routes are established when you move a Caravan into another city, either one of your own at least ten map squares from the Caravan's home city, or a rival's city. The arrival of a Caravan results in an immediate payment of cash into your treasury plus the trade route. A trade route increases the trade generated by the Caravan's home city each turn thereafter, unless the connected city is destroyed. The value of a trade route is highest between a rival city on another continent, and increases with the size of both cities involved and the distance they are apart. Trade routes are essential to strong economies and large civilizations. *TRADE ROUTES2 Created by Caravans. *END