CIVILIZATION (?) (?)
175 Tips, Hints, and Tools for Ruling Your Civilization:
YOUR FIRST MILLENNIUM
- Put down roots quickly. Your first city doesn't have to have the world's
greatest location: Better to get it up and running, pumping out new
units and improvements, than to lose valuable time.
- Pursue writing before other cultural advances. No matter where you start
- island or continent - the development of writing lays the groundwork
for enhancing and expanding an exuberant intellectual culture composed
of libraries, universities, and intellectual Wonders of the World which
will serve your long-term goals on more levels than any other
development in the game.
- Decide as quikly as you can what type of game you are going to play. If
you are going to pursue world conquest, for example, you should begin
building your armies and assembling your resources before the first
millennium ends. If you're going to play a game of peaceful expansion
and consolidation, you should shore up your homeland's defenses against
those enemies less benevolent than yourself.
- Multiply, multiply, multiply! The race in Civilization often goes to the
most fecund. By the end of your first millennia you should have at least
three cities functioning and growing, with more on the way.
- Because reproduction and creation of new cities is so important, don't spend
valuable settler time developing every square around a city. You can
create additional settlers to do that later. Do enough development to
get the city on sound economic footing, then move on to start another
community.
- Place defensive perimeters around your emerging civilization. Expand
those perimeters as your civilization grows.
- Build roads as you can afford the commitment of settlers. Not only do
the roads increase your productivity, they also lay the groundwork -
roadwork, as it were - for the rapid movement of forces should you be
invaded.
- Put one city to work building a Wonder of the World as early as
possible. The addition of wonders does much to boost your score, yet if
you wait too long to create them, they may be acquired by other
civilizations.
- Develop pottery by all means. You must have granaries if you are to hold
any hope at all of increasing your population and growing your cities.
- Be prepared to shift strategies: The road to failure is paved,
sometimes, with peaceful intentions, and not every would-be conquerer
can actually manage to conquer. Play with the flow of the game, not
against it.
- Alternate your cities' labor force between agriculture and resource
development until the population is large enough to attend to both.
Agriculture results in increased population; resource production boosts
your treasury.
YOUR FIRST CITY
- Generally speaking, you should build two militia units and fortify them
immediately, then two more for exploration, before building additional
settlers, military units, or city imporvements. (If it quickly becomes
clear that your civilization is located on an island, perhaps a single
explorer is sufficent.)
- Do not put off the construction of your barracks improvement. Only with
the establishment of a barracks can you produce veteran military units
that are strong enough to face the test of combat.
- Don't forget to upgrade your defensive units once the barracks is
completed. Units such as militia that were created before the barracks
can then be moved to outlying areas or disbanded.
- Should the spiritual side of civilization become available to you, put a
temple in your first city. Establish the people's happiness early on,
and it's easier to maintain it as the game grows more complex.
- If your civilization is surrounded by other, stronger ones, build city
walls. Although expensive in construction and maintenance, the walls
amplify your defense force's ability to withstand attack, perhaps buying
you enough time to prepare a militray response or seek a treaty.
- Develop at least two agricultural and one resource square before moving
too far from your first city. These squares will give the city time to
feed itself and generate enough income to grow during the early phases
of the game.
- Study the loal terrain. If you've put down roots too quickly, and find
yourself in a less-than-ideal spot for long-term growth, don't be afraid
to move your capitol to a more fertile site once one becomes available.
(Don't move too quickly, though: Make sure the new city is well
established, defended, and growing before relocating your government
there.)
- As your first city grows - or fails to - adjust the worker allocation.
If the city is wellfed and prosperous from the beggining, you might want
to create a scientist to boost the city's intellectual production,
hastening your advances.
- Concentrate on population at least two turns out of three: Your goal is
to have a civilization-wide population of more than a million by the
year 1 A.D.
- Build a marketplace as soon as that improvement becomes available.
Better yet, buy the improvement. The increase in revenue will repay the
expenditure very quickly.
YOUR FIRST ENCOUNTER WITH OTHERS
- Always accept the first treaty offer upon initial contact with another
civilization: It costs you nothing, and gives you time to gather your
resources, marshal your forces, and prepare a more considered, and
perhaps antagonistic, relationship with the other civilization.
- The treaty established, use your militia to hold enemy expansion in
check, positioning your units carefully, and fortifying them against
enemy sneak attack. Use militia because they are easily and quickly
produced, freeing your cities to concentrate the bulk of their
productive time on more important units, city improvements, Wonders of
the World, or civilization advances.
- Have some backup for your border guards, especially if your guards are
militia or diplomats, whose defensive factors are low. Stronger
offensive units in reserve close to the border, or able to reach the
border quickly, can make the difference between a successful enemy
invasion and one that's turned back.
- Once you've established a treaty with a neighboring tribe, get some
diplomats into enemy territory as quickly as you can. During the
treaty's tenure, your diplomats - and caravans, if you can produce them
- enjoy essentially unlimited freedom of movement through enemy
territory. This gives you the chance to obtain a good portrait of the
interior of your neighbor, learning whether he is strongr or weaker than
you.
- If you encounter an enemy at sea, try to follow his vessels back to
their homeland, particularly if both of you are in triremes. The enemy
may already have mapped the shortest paths between landmasses, saving
you valuable exploration time.
- Send caravans into enemy territory even if you plan ultimately to wipe
the enemy from the face of the planet. Earn income while you can!
- Use your ships to blockade - or observe - enemy ports. If you're playing
for world domination, you'll want to contain the enemy to a single
landmass. If taking a more peaceful approach, the presence of your ships
will allow you to 'shadow' the other civilization's vessels, giving you
a good and useful picture of their expansions.
- Look for natural barriers to enemy expansion - an isthmus, a large lake
- and place defensive units in the only available paths.
- Use your settlers to build forts at strategic points along the border
with the enemy, then garrison the fort with defensive units.
- If you can afford the allocation of units, place diplomats on
fortification or sentry duty at various spots within the enemy
civilization. They'll keep you posted of enemy troop and settler
movement.
SECOND CITY
- Build your second city in the most ideal location you can find, making
up for the haste with which your first city was created.
- Put your second city's citizens to work immediately on the constuction
of a barracks and a granary. Defensive forces should accompany the
settler unit from the first city. Move them inside the new city,
reassign them to it, and fortify them. Your new city is instantly
defended.
- Send settlers from your first city to develop the land around the second
while it is busy producing the imporvements it needs.
- If you have the funds, buy the second city's initial improvements.
- At least one of your first two cities should be a port.
- Build a road between your first two cities as quickly as possible.
- If the enemy lies to the west, consider locating your second city to the
east, minimizing the chance it will be attacked.
- Just as with your first city, establish a defensive perimeter around
your second to stave off barbarians and unwanted neighbors.
- With your first city concentrating its production on units, you might
want to use the second for Wonders of the World, for educational
institutions. Or vice versa.
- use the unit production of your second city to generate defensive forces
for your third, and so on.
TREATIES AND TRIBUTES
- Don't be afraid to reject entreaties from other civilizations. They may
take your 'insolence' as an insult and embark on a war, but they may
also respect your independence and offer a treaty.
- Get to know your neighbors: Some of them can be trusted to honor their
treaties, while others may stay friendly for no more than a turn or two.
The computer leaders built into the game have distinctive personalities;
it will behoove you to be observant as your civilization and theirs
become acquainted.
- Generally speaking: Don't trust Mao, Stalin, Hammurabi, or Genghis Khan.
And be wary of everyone else!
- Occasionally you'll be asked to join another civilization in an alliance
aimed at yet another civilization. Weigh your response carefully. It may
be that you can strike a more advantageous alliance elsewhere.
- Think twice beefore paying tribute. Civilizations that demand payment
for peace are unlikely to leave you alone for long. Pay only when you
have no other choice.
- Technology exchanges can be tricky. Your best bet is to exchange
technology only with civilizations more advanced yet weaker than yours.
Giving advances to strong, warmongering neighbors is foolish.
- Meet with other civilization leaders at least every third time they
request a conference. It's time-consuming, but otherwise your avoidance
is interpreted as a rebuff, and will lead to war.
- Even possession of the United Nations Wonder of the World can't
completely protect you from treaty violations, especially late in the
game. If playing peacefully, initiate negotiations immediately after the
sneak attack; the enemy will offer a treaty. (This, too, will likely be
broken again before the war ends.) If playing a warlike game, use the
time bought by the United Nations to build and position overwhelming
military force of your own; then use it to crush the enemy.
- Pay attention when an enemy's words are backed by nuclear weapons. Some
of your enemies aren't afraid to use the Bomb, use it without warning,
and use it more than once. Even if your able to eventually make peace
with them, the pollution unleashed may ruin your score. Your best bet is
to wipe out nuclear-powered enemies - if you can.
- Weave together networks of alliances against strong enemies, especially
early in a game of conquest. By building a league of weaker nations
against stronger ones, you may be able to cut down on the time required
for world conquest, boosting your score.
FINANCIAL TOOLS
- A city without a marketplace is financially and socially crippled. At
higher levels, the same is true of a city without a bank.
- Visit each of your city screens every few turns - or more often, if
you're really serious about winning the economic side of the game - and
experiment with your population's labor allocations. Some exploitable
squares are more productive and valuable than others, yet may not be
producing for your city. Move your people around and boost your income.
- If you're planning to sell a city improvement - a step that should be
taken in only the most dire of economic cicrcumstances - do so quickly,
before the improvement is rendered obsolete by technological or social
advance. Obsolete improvements can't be sold.
- Produce plenty of caravans, bearing in mind that each city can support
only three trade routes. Send out caravans from every city.
- The game defaults to the three most valuable trade routes, but you can
waste a lot of time and energy on routes of lesser value that will later
be superseded. Send your caravans to the most distant and largest
foreign cities you can find: These generate the largest amounts of
income.
- The one time you should consider selling city improvements is just
before they become obsolete. The develop of gunpowder, for example,
renders barracks improvements obsolete. Since you'll have to replace
your barracks anyway, why not earn some money from the old ones?
- Another good opportunity to sell off improvements occurs when you hold
an absolute upper hand. Possession of the United Nations Wonder of the
World is a good example. Since your enemies must offer to make peace
with you, you may not need items such as city walls, particularly those
located far away from enemy borders. Sell off the city walls, earn a
fair piece of change, and relieve your cities of the burden of
supporting those walls each turn.
- As you locate new civilizations with new, large cities, dispatch
caravans to establish trading routes. These may be more valuable than
routes already in existence.
- Give your citizens plenty of luxuries. This helps them appreciate your
wisdom, often resulting in 'We Love The King' days, which earn you
generous bonuses.
- In the latter days of the game, when some of your cities may be capable
of producing vast engineering works in just a few turns, try building
these works, then selling them as soon as they're completed. It's
impractical advice for the real world, but can generate lots of cash in
the game.
- Monitor the amount your civilization costs in maintenance each turn,
indexing that amount to your cash flow. If your treasury has grown fat,
don't be afraid to spend, spend, spend for improvements or Wonders. Just
keep enough cash in your treasury reserves to cover half a dozen lean
turns or so.
- If you really have a healthy treasury that can cover a few turns' loss
of income, try this: Convert everything to luxury income for your
citizens. They'll reward you with points beyond your wildest dreams.
- Use caravans to help build Wonders. When a caravan arrives in a city
building a Wonder, you have the option of assigning it's value to the
completion of the Wonder. If you can build enough caravans quickly, this
can hasten completion of the Wonder.
- As your income rises, adjust your taxation level. Boost your science
allocations, leaving enough in tax revenue to cover the cost of
maintenance with minimal growth each turn.
- For cities with more than enough food, turn some of those farmers into
taxmen. Your treasury will appreciate it.
- Build rail lines through all developable areas available to a city.
Productivity will be increased by half.
- Trade routes among the cities of your own civilizationm, no matter how
far apart they're located, are raely worthwhile.
- Invest in factories and manufacturing plants as you are able to build
them, but create pollution-control corps of engineers (settler units) to
deal with their effluent. You'll need two settler units per highly
industrialized city to keep pollution under control.
- Approaching the space race? Build the largest cash reserves you can -
only global warfare is more expensive than getting into space.
MILITARY UNITS
- Don't produce too many military units without a barracks. Veteran units
are, essentially, the only ones really worth producing.
- Develop mathematics as early as you can. This permits the creeation of
catapults, the first real 'artillery.' Only by amplifying your abilities
through the use of technology - catapults, gunpowder, flight - can you
enjoy an offensive edge.
- Early in the game, use cavalry and chariots to 'blitzkrieg' your way
through enemy homelands. Slower-moving units such as catapults can be
brought up later.
- Upgrade your barracks the moment they become obslete, especially if you
are at war. Use your treasury to purchase new barracks in those cities
closest to the front or at the greatest risk of being overrun.
- Consider fortifying strong defensive units around enemy cities rather
than laying direct assault to those cities, especially if the city
possessed defensive walls or a large number of fortified units. Seal off
the city and starve it slowly with phalanx-level units if possible.
- Build plenty of seagoing units. Naval power cannot be under-estimated in
the world of Civilization.
- Consider keeping a strong naval unit on sentry duty inside your own
harbors, especially if the war is going poorly. These units can spring
to life from withing the city, attacking enemy vessels which might
bombard your port.
- Use the 'go-to' function to place units n patrol, covering large amounts
of territory or sea with minimum input from you.
- Disband military units no longer needed or of unlikely value to your
civilization. Don't forget to disband older defensive units in cities
being garrisoned by more advanced units.
- Keep a strong offensive unit on sentry duty - not fortified - along with
your fortified defensive units in each city. The offensive unit will
'awaken' at the approach of the enemy, and can attack in some cases
before the enemy assault begins.
- Cities susceptible to frequent attack by barbarians might need more than
one offensive sentry either inside or close to the city. You need to
kill the barbarians before they can pillage your developed countryside.
- Never stack military units in an open terrain. They are far too
vulnerable to being destroyed at a single blow, sometimes by a
less-powerful enemy.
- Blockade harbors with city walls; bombard thcse without them.
- Especially in the age of transports, when a single vessel can carry
eight units, escort your shipping with cruisers or battleships. Your
advanced military vessels 'see' farther than other units, and can alert
you to the presence of enemy warcraft lying in wait for your convoy.
- An aircraft carrier bearing bombers and fighters makes another good
screening device for convoys.
- Because of their extremely long range, nuclear missles are among the
best advance observers. Launch them from strategically located cities,
or from aircraft carriers, and use them to explore and observe. Just be
sure you leave sufficent moves for the missle to return to a friendly
city or carrier.
- And be careful if you use nuclear missles in the manner described
immediately above. One slip of your typing finger, and instead of
surveillance your missle could unleash holocaust.
- If your information reveals that an intransigently warlike enemy has
developed nuclear weapons, launch a crash SDI building program. Only SDI
can save your cities from nuclear attack.
YOU CAN'T RUN A CIVILIZATION ON AN EMPTY STOMACH
- A city without a granary grows slowly at best.
- Your granary holds several turns' worth of food. If your granary is
filled to bursting, shift your citizens to mineral resource work or
convert them to specialists for a few turns, living off your surplus
agriculture products. Just don't forget to return them to the fields
before famine strikes.
- If you're having trouble getting a city's population to grow, shift all
of the citizens to the fields. You may lose a little economic revenue,
but before long your granary should begin to fill, and you can readjust
the assignments of a larger, better-fed labor force.
- Look for the most efficent routes to follow if bringing irrigation to
your city's enviorns. Don't build more elaborate irrigation channels
than necessary.
- Clear pollution from agricultural squares before otther squares.
- Replace granaries immediately should they be destroyed. Granaries should
be replaced before any other structure.
- When creating specialists, look at your granary supply. If it's full,
take an agricultural square out of production. If you're short on food,
remove a mineral or other resource square from the work force.
- When laying extended siege, pillage or occupy enemy agricultural
squares, cutting off the city's food supply.
- Take advantage of seafood: Those fish symbols in oceans and lakes
contribute mightily to cities located near them.
- Irrigate oases when you have the chance.
- If your granary is well stocked with foood, onsider onvrting one or more
agriultural squares into forests. Just keep an eye on food levels after
you do so.
WONDERS OF THE WORLD
- The most valuable Wonder of the World of the ancient world is the Great
Library, especially if playing against a large number of enemy
civilizations. You can't beat the boost in knowledge you get when two of
those other civilizations make the same advance.
- The most valuable Wonder of the World of the Middle Ages is Johann
Sebastian Bach's Cathedral, especially if you're ruling a republic. You
can't beat it for generating quite a few 'We Love The King' days, with
their concomitant increase in population.
- The most valuable Wonder of the World of the modern world is the Apollo
Program, if you're playing a space race game: Only with Apollo can you
begin building your starship.
- If playing a game of world conquest, the most valuable latter-day Wonder
may well be, ironically enough, the United Nations. Because this Wonder
forces enemy civilizations to capitulate to you, you can marshal your
fores almost at leisure, gatthering them at critical spots before
launching all-out attacks.
- Be warned: Violating one treaty when you possess the United Nations
Wonder seems to violate all of them. When you're ready to make war, make
war on all fronts at once.
- As soon as you have three cities, put one of them - probably your
capitol - to work building a Wonder. The other cities can produce
military and settler units, if need be, that can be transfered to the
capitol to shore up its defenses or further develop the terrain around
the city.
- Use diplomats to seek out Wonder production in the cities of other
civilizations. Then either sabotage that production or target those
cities for capture, and the addition of their Wonders to your empire.
- If pursuing a peaceful strategy - trying to win through diplomacy,
financial strength, and expansion to the stars, focus your attention on
those Wonders of the World that force your enemies to sue for peace: The
Great Wall and the United Nations.
- If playing a 'peacful' game, build as many Wonders of the World as
possible, concentrating on those that boost your citizens' happiness.
Your score will benefit greatly.
- When playing a peaceful game and concentrating on building Wonders,
don't forget that they must be defended. Put plenty of strong units in
and around cities holding Wonders of the World.
- Some Wonders of the Wrold serve all the world: The Apollo Program is a
good example. Use your diplomats to discover whether other civilizations
are further along toward completing global Wonders of the World than
you. If so, devote your resources to creating something exclusive to
your civilization.
HAIL, CONQUEROR
- He who conquers the world fastest conquers the world best: If playing
for global domination, every turn is vital. You can't stop to smell the
roses if you want the world at your feet.
- Strike the strongest civilizations first, with as much military might as
you an muster. Use your diplomat skills to keep weaker nations weak, for
easy destruction after the 'big guys' are gone.
- Coordinate, coordinate, coordinate! Establish a treaty with a
civilization you plan to destroy. Flood the civilization with diplomats
even as you mass your assault forces along its borders. When you hit,
hit all at once, using diplomats for subversion and sabotage before
invading with ground forces. Break the enemy's back during the first
turn of the war.
- If necessary, sell off improvements in your heartland to finance the
final stages of a war on the frontier. Use the funds to subvert enemy
cities first, to bribe enemy units second.
THE UNFRIENDLY SKIES
- As soon as you develop aircraft capabilities, begin cranking out
fighters and, later, bombers. Don't wait a single turn: You can't have
too large an air force, particularly in heated games of global combat.
- Try to garrison a couple of fighters in every city - not just those near
the front. Fighters can respond quickly to enemy threats, saving you
from the dangers of surprise attack, or invasion from an unexpected
direction.
- Your fighters can attack - and keep on attacking. This makes them
especially valuable when you're facing waves of enemy units. Go for
stacked units first, of for transport raft that might be carrying
several units.
- If your resources are running low, don't station your fighters or
bombers too close to the front - in harbors, for example. They are too
vulnerable there to enemy bombardment. Base them a few squares back in a
city or on board a carrier. Then, when enemy ships or bombers appear,
you can fly out to engage them.
- Bombers have as much strategic value in Civilization as they do in the
real world. A squadron of bombers can turn the tide of war, even against
overwhelming odds.
- If you're planning to make war on a civilization with whom you enjoy
treaty status, take advantage of the peace and get your air force in
position to attack. Try to target three bombers for each city you're
planning to hit, more if you can afford it. Attack stacked units in the
open first.
- Don't overlook the surveillance capabilities of your aircraft,
particularly the bombers. Their long range makes them perfect for
exploring the interior of enemy continents and islands.
- Carrier power is ideal for isolating and containing an enemy island.
Position a couple of carriers at either end of the island, support them
with cruisers to guard against enemy ships, and use their to patrol the
enemy coastline.
- Remember the lessons of Desert Storm: Once you've launched an air war,
don't let up.
- Desert Storm Lesson Two: Once the air war has taken its toll, be sure
you have plenty of fast, mobile ground forces in position to mop up.
- Desert Storm Lesson Three: In this Civilization, you don't have to stop.
If your air power has made it possible for you to roll all the way over
the enemy, do so, assuming that suits your overall strategic plan.
AND ALL THE SHIPS AT SEA...
- Never send a loaded tireme out into uncharted waters. It's one thing to
risk a ship to loss at sea, quite another to risk valuable units. Chart
your course before moving cargo.
- Early on, designate one or two coastal towns as major shipyards.
Manipulate their population and resources so as to be able to produce
ships at a rapid rate. (You should have another seaport within easy
sailing distance, to which newly constructed ships can be reassigned in
order relieve the shipyard of the burden of support.)
- Build fleets in the major oceans and gulfs, along with seaports to
support and load them. Cut down on the necessity for moving ships all
over the globe.
- As soon as you can build cruisers, battleships, and submarines, do so -
their extended range of view is invaluable for spoting enemy craft, and
equally invaluable for opening up any remaining hidden areas of the sea.
- Use your advanced naval craft to patrol the coastlines of unexplored
enemy islands and continents. Advanced ships 'see' an adjacent two
squares, which can give you a good picture of another civilization's
coastal defenses.
- Don't forget naval power during ground assaults. Look for isthmuses and
narrows through which enemy ground transport must move. Position a
battleship or cruiser on either side of the landmass and open fire on
enemy units stranded in your sights between turns.
- If bombarding a fortified harbor with a value of nine or higher, bring
at least two warships. You'll likely lose one.
- Transports are worth their weight in gold, not just for mounting
amphibious invasions. Fill your ships with caravans and send them to
all the corners of your world. A successful leader is one whose merchant
fleet is as large as his navy. And your merchant fleet may be even
busier.
- Plot your invasion routes so the transport vessels reach landfall on the
first move of their turn. That lets you move the ships after debarking
some of their forces, spreading your troops across the broadest possible
front.
- Submarines make terrific blockade vessels, but their limited movement
capability all but requires that you kepp some fast, long-ranged
cruisers nearby to take their place shoul they be sunk.
- Be careful, early in the game, about building ships before the immediate
area around the harbor is fully explored. You might wind up with a
landlocked tireme stuck in a lake with nowhere to go!
GETTING AROUND
- Use the Go-to key only occasionally. While it takes some of the burden
of issuing orders from you, it rarely moves your units along the most
effecient routes, nor does it take full advantage of the movement
benefits offered by rail transportation.
- Pressing H will return your bombers and fighters to the nearest friendly
city or carrier, if the aircraft possess sifficent movement points.
- Moving through a city costs movement points. Build railways around
cities as well as up to them, letting you conserve movement points for
your units.
- When engaged in a continental war, continue driving rail lines to the
front. It's worth commiting extra settler units to this task, especially
if you're conquering enemy territory at a good clip.
- Study the world map as it's revealed. Its layout can give you good
guidance in the placement of cities proximate to advantageous sea
routes.
- Look fro rail lines along the coasts on newly discovered continents or
islands, or enemy continents or islands you're revisting. Debark your
diplomats and caravans on squares with railroad track and they'll be
able to move farther when the next turn arrives.
- Centralize your embarkation points for units bound overseas. The central
locations need not be a city. Run a rail line to a remote area near an
advantageous shipping lane. Send the units you wish to move overseas to
that point first, picking them up with your cargo vessel. Of course,
you'll eventually want to put a city there, and probably should do so
sooner than later. It's also smart to protect such remote loading zones
with a ship or two, to prevent enemy craft from sneaking in and opening
fire on your sentried units.
- Build cities on remote islands to serve as island-hopping airbases.
These need to be the most viable islands for long-term development, but
should be well fortified against enemy assault. Islands lying just off
enemy coastlines make the most valuable airbases of all.
- Pillage enemy inter-city roads and rail lines if possible during
wartime. Cutting their lines of transport gives you the chance to catch
enemy units in the open, unable to move.
- If forced into a long retreat, pick a spot at which to cut your own
transportation lines. Doing so in the right place can help you establish
a 'killing field' where the enemy units will be halted and vulnerable to
your fire.
DIPLOMACY
- The diplomat is arguably the most valuable unit in the game; certainly
it's the most flexible. Produce plebty of diplomats and send them
throughout teh world.
- Don't overlook the value of the diplomat as a 'place-holder.' On sentry
or fortification duty, your diplomat will alert you to the presence of
enemy forces. The advantage is that the diplomat can attempt to bribe
the forces over to your side, if you have the money.
- Stealing technology is an and violates any treaties in existence between
you and your target. If you have several diplomats traveling inside
enemy territory, make sure all are in a position to make their move
during the same turn. Otherwise you run the risk of losing them to enemy
retaliation.
- If a city looks vulnerable to subversion, try it. Weaker cities can
generally be subverted for less money than wealthier ones.
- Try to get two or three diplomats in position around each of the enemy's
major cities just before you invade. Use the diplomats one after another
to sabotage enemy production and destroy enemy improvements.
- Don't use diplomats to uncover serendipity squares. They are too easily
wiped out by barbarians.
ENERGY
- In terms of long-term scoring, the best energy sources are those that
pollute the least.
- The game, or its designers, has a built-in bias against nuclear fission:
Be wary of building nuclear plants until you'vre developed fusion. At
the very least, build nuclear plants only in the most socially stable of
cities.
- Build Hoover Dam. This Wonder of the World provides clean power to your
whole continent - and the game defines continent liberally.
RULING
- Better to rule in Hell than serve in Heaven: You may not be able to be
as nice as you want while you play the game.
- If you're going to war, do so as a despot of a monarch. Otherwise, the
war carries too high a social cost.
- Alternate your form of government often, depending on your short-term
goals.
- Go for 'We Love The King' days, earned by giving your people the 'good
life' of luxuries. You'll end up with more people.
- Try a strategy that focuses your attention and production on cures for
cancer, women's sufferage, and other social benefits. You might be
surprised at the effect this has on your people's willingness to support
your choices.
SPACE TRAVEL
- If playing to win by reaching Alpha Centauri first, commit everything
you have to the space race once it begins. Spend the time waiting for
that beginning by building up your perimeter defenses against attack.
Once you've undertaken to build a starship, you'll need the productive
output of every city you can spare, and you can allow nothing to
interefer with that production.
- Since starship modules take longer to build, start them first. Have at
least three cities of roughly equivalent size working on module
production.
- Starship structural pieces are the easiest to build, yet are the pieces
you'll need in largest quantity. Find a couple of cities that can crank
these pieces out and get them going.
- The more propulsion units your starship has, the faster it reaches Alpha
Centauri. The more colonists you attempt to deliver to Alpha Centauri,
the more your starships' weight. Try to install two propulsion units for
every complete colonist package - habitation, life support, and solar
power modules - you intend to launch.
- Guard your capitol! Losing it brings your interstellar program to a
crashing close.
- Watch the clock. You must reach the Alpha Centauri system before your
reign expires, or all your work is for naught.
- Watch the other civilizations' starship development. If they launch
before you do, you may want to make a mad dash for their capitol in
hopes of capturing it before their starship reaches its destination.
- Consider selling off some improvements in order to buy more colonists
and life-support modules. The more colonists you deliver to Alpha
Centauri, the higher your score.
- Once your starship is launched, convert all starship-related production
to other ends. After launch, no further starship production can take
place unless your craft is lost or recalled by the loss of your capitol.
Shift your resources and production to items likely to boost your
overall score. Remember, after launch, the game is counting its way down
to the finish line.
- Don't launch unless your arrival time is less than 20 years. If it's
more than that, add more fuel and propulsion units.
- Not tired yet? Take a deep breath, reboot and restart Sid Meier's
Civilization, and begin again, pretending that now your settlers are
taming an unknown world, in orbit around Alpha Centauri.
TWO GREAT UNDOCUMENTED FEATURES
- Tired of facing the same old enemies? Press ALT + 'R' to randomize the
personalities of the leaders of other civilizations.
- In the earliest copies of the game, pressing SHIFT-1234567890T lets you
get a complete world map, see into enemy cities, and generally peek
behind the scenes. This 'feature' was discontinued after the first
release, but it's worth a try just in case.
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