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Civilization SNES

The document serves as a comprehensive guide for the game Civilization on SNES, detailing gameplay mechanics including starting a new game, customizing the world, and selecting civilizations. It outlines various technologies, units, buildings, and government systems essential for developing a civilization while providing tips for beginners. Additionally, it includes information on difficulty levels and rival civilizations to enhance the gaming experience.
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0% found this document useful (0 votes)
24 views19 pages

Civilization SNES

The document serves as a comprehensive guide for the game Civilization on SNES, detailing gameplay mechanics including starting a new game, customizing the world, and selecting civilizations. It outlines various technologies, units, buildings, and government systems essential for developing a civilization while providing tips for beginners. Additionally, it includes information on difficulty levels and rival civilizations to enhance the gaming experience.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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CIVILIZATION FOR SNES

INDEX
1 - Introduction

2 - Start
2a - Starting a new game
2b - Customizing the world
2c - Difficulty levels
2d - Choosing the number of rival civilizations
2e - Choosing Your Civilization

3 - Technologies

4 - Units

5 - Buildings
5a - Buildings
5b - Wonders

6 - Systems of government

7 - Menus
7a - Main menu
7b - City menu
7c - Menu of the units
7d - Diplomats

8 - Audiences

9 - Cabins

10 - Types of terrain

11 - Tips for Beginners

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1 - INTRODUCTION:

In this game you must develop a civilization as much as possible, discover


new technologies, build structures, defend against other civilizations
Either they want to take their cities or try to maintain a peaceful relationship with them.
even being able to exchange technologies or, if you are much more powerful, win
their money through the payment of taxes, I will try to make a guide as
clear and objective possible for you to develop your maximum potential
civilization.

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2 - START:
On the home screen you will have three options (one, if it is your first time that you are
playing), they are:
START - Start a new game;
CONTINUE - Load a saved game;
HALL OF FAME - Shows a ranking of the five best civilizations.
2a - STARTING A NEW GAME:
By choosing START, you will have three options, they are:
GAME START: The game starts on a random map.
CUSTOMIZE WORLD: Alters various aspects of the world, more details to follow.
EARTH: Enables a map like Earth.

2b - CUSTOMIZING THE WORLD;


By choosing CUSTOMIZE WORLD, you will be able to change some aspects of the world in
where your civilization will be located, they are:
LAND MASS (size of the world) - You can choose between small, medium, and
big.
You can choose between cold, normal, and hot,
I advise against choosing the cold, as this may
harm in agriculture.
You can choose between arid, normal, and humid.
You can choose between 3, 4, or 5 billion years.
Recommended combination for beginners: LAND MASS - Large
Normal
CLIMATE - Normal
AGE - Anyone.

2c - LEVELS OF DIFFICULTY:
When choosing GAME START, the next step will be to choose the difficulty level.
you have the following options:
CHIEFTAIN (tribe leader) - The easiest level, you will have tutorials for you
explaining the basics of the game, it starts with 300+ in
money, new technologies are discovered
quickly and it's very easy to keep the people happy.
Warlord - A level that is not so easy, but also not difficult at all,
you start with no money, but it's easy to earn,
there are no more explanatory tutorials, the technologies
they take a little longer to appear, but still
It's easy to keep the people happy.
PRINCE (Prince) - Intermediate level, earning money becomes a bit more
difficult, just like maintaining the happiness of the people,
technologies take a little while to appear, I recommend this
level for those who already know the basics of the game.
KING - A very difficult level, staying afloat with money to support your
civilization will be a serious problem, the population will not be
easily satisfy and scientific advances will need to
quite an investment, good luck!
EMPEROR - Extreme level of difficulty, few manage to survive
here, only for extremely experienced players, the
definitive test for your skill in strategy.

2d - CHOOSING THE NUMBER OF RIVAL CIVILIZATIONS:


After choosing the difficulty level, you will need to choose how many civilizations
(including yours) must exist in the world, you can choose at least 3
(recommended for beginners) and at most 7.

2e - CHOOSING YOUR CIVILIZATION:


After choosing the number of rival civilizations, you will finally have to choose.
a civilization to develop, your options are as follows:

CIVILIZATION LEADER COR


Rome César Blue
Babylon Hammurabi White
Germany Frederich Roxa
Egypt Ramses Brown
America Lincoln Rose
Greece Alexander Green
India Gandhi Yellow
Russia Stalin Blue
Japan Yes White
France Napoleon Roxa
Aztec Montezuma Brown
China Mao Tse Tung Rose
Great Britain Elizabeth Green
Mongolia Genghis Khan Yellow

Apparently there is no significant difference between the civilizations,


so choose whichever you want and if you want you can change the leader's name, after the
initial advice from the goddess, the game begins.

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3 - TECHNOLOGIES:
After you build your first city, after a few turns, your wise men and
scientists will start researching new technologies and then you will be able to
build new buildings, acquire new combat units, among others
things, below is a list of all the technologies and their effects on
civilization

TECHNOLOGY EFFECT
Pottery (clay) Allows the construction of the GRANARY units and
B. GARDEN.

Alphabet Reveals the technologies Laws, Map Making, Math


(after discovering Masonry) and Writing.

The Wheel It allows the construction of the CHARIOT unit and is necessary.
to reveal the Engin'rng.

Masonry (buildings) Allows the construction of the PALACE, CITY WALL buildings.
PYRAMID E GREAT WALL is necessary to reveal
Math, Construct a Stirrup.

Laws It allows the construction of the COURTHOUSE building and is


necessary to reveal Monarchy, Literacy, Trade
the Republic.

Monarchy It is necessary to reveal Stirrup.

Writing Allows to build the DIPLOMAT unit and the


building LIBRARY and is necessary to reveal
Religion and Literacy.

Map Making (maps) Allows the construction of the TRIREME unit and the
the LIGHTHOUSE building and it is necessary to reveal
Navigation.

Math It allows for the construction of the CATAPULT unit and is


necessary to reveal Astronomy, Physics,
University and Computers.

Bronze Work (Bronze) Allows the construction of the PHALANX unit and the
Colossus building reveals Currency and Iron Work.

Riding It allows the construction of the LCAV unit and is


necessary to reveal Chivalry.

Literacy (literature) Allows the construction of the GREAT LIBRARY building


and is necessary to reveal Philosophy, Republic,
Democracy and Invention.

Currency (money) It allows the construction of the MARKET PLACE building.


and is necessary to reveal Trade and Construct.

Mysticism Allows the construction of the ORACLE building and is


necessary to reveal Astronomy and Philosophy.

Iron Work (ferro) Allows the construction of the LEGION unit and is
necessary to reveal Bridging and Gunpowder.

Construction Allows the construction of the buildings AQUEDUCT and


COLISEUM allows settlers to build FORTRESS and
is necessary to reveal Engineering and Bridging.

Philosophy It is necessary to reveal Democracy, University,


Medicine, Religion and Communism.

Astronomy Allows the construction of building C. OBSERVATORY


and is necessary to reveal Navigation and Gravity.

Democracy It is necessary to reveal Solar.

Navigation Allows for the construction of the SAIL unit and the
building EXPEDITION and is necessary to reveal
Physics Compass.

Physics It is necessary to reveal Atomic, Compass, Steam


Engine e Flight 1.

Engineering It is necessary to reveal Television and Invention.

Bridging Allows Settlers to build roads on rivers


and is necessary to reveal Railroad.

Trade It allows to build the CARAVAN unit and is


necessary to reveal Medicine and Banking.

Stirrup It is necessary to reveal Chivalry.

Chivalry Allows the construction of the unit KNIGHTS.

Republic It is necessary to reveal Banking and Conscript.

Banking It allows the construction of the BANK building and it is


necessary to reveal Industrial and Corporation.

Medicine Allows the construction of the building S. TEATHER and


it is necessary to reveal Chemistry and Genetics.

University Allows the construction of the UNIVERSITY building and


is necessary to reveal Chemistry, Metallurgy and
Gravity cancels the effect of the GREAT LIBRARY.
Chemistry It is necessary to reveal Refining and Explosives.

Gravity Allows the construction of the building N. COLLEGE and


it is necessary to reveal Atomic.

Atomic It is necessary to reveal Fission.

Compass It allows the construction of the FRIGATE unit, it is


necessary to reveal Electric, cancels the effect
from LIGHTHOUSE.

Invention It is necessary to reveal Steam Engine and


Gunpowder cancels the effect of B. GARDEN.
Steam Engine (steam motor) Allows for the construction of the IRONCLAD unit and is
necessary to reveal Railroad.

Railroad Allows the construction of the building D. VOYAGE,


allows settlers to build railroads
and is necessary to reveal Industrial.

Industrial Allows the construction of the TRANSPORT unit and of the


buildings FACTORY and SUFFRAGE, is necessary for
reveal Communism, Corporation and Steel.

Corporation It is necessary to reveal, Mass Production,


Refining e Genetics.

Refining Allows the construction of the Power Plant building,


it is necessary to reveal Combustion and Plastics.

Genetics Allows the construction of the building CURE CANCER.

Religion It allows the construction of the CATHEDRAL buildings,


M. CHAPEL and JSB CATHEDRAL cancel the effect of
ORACLE.

Gunpowder Allows the construction of the MUSKETEER unit, it


necessary to reveal Metallurgy and Explosives,
cancel the effect of the GREAT WALL.

Metallurgy Allows the construction of the CANNON unit and is


necessary to reveal Steel and Electric.

Steel Allows the construction of the BATTLE SHIP unit and is


necessary to reveal Automobile.

Explosives It is necessary to reveal Combustion and Conscript.


Conscription (military) Allows the construction of the RIFLES unit.

Combustion Allows the construction of the CRUISER unit and is


necessary to reveal Automobile and Flight 1.

Flight 1 Allows the construction of the FIGHTER unit and is


necessary to reveal Flight 2.

Automobile Allows the construction of the ARMOR unit and is


necessary to reveal Mass Production.
Mass Production It allows the construction of the SUB unit and the
mass production the construction of MASS TRANSIT is necessary for
reveal Fission, Super Conductor, Solar and Union.

Solar Allows the construction of the building RECYCLE C.

Electric (electricity) It is necessary to reveal Television and Flight 2,


cancel the effect of COLOSSUS.

Television Allows the construction of HYDRO POWER buildings


the HOOVER DAM is necessary to reveal Nuclear
Computers and Rocketry, cancel the effect of
S. TEATHER.

Flight 2 Allows the construction of BOMBER units and


CARRIER is necessary to reveal Rocketry.

Computers Allows the construction of the SETI PROGRAM building


It is necessary to reveal Flight 3 and Robotics.

Rocketry Allows the construction of the NUKES unit and is


necessary to reveal Flight 3.

Flight 3 Allows the construction of the buildings APOLLO P. and


SS STRUCTURE is necessary to reveal Plastics.

Plastics Allows the construction of the SS COMPONENT building,


is necessary to reveal Super Conductor and
Robotics.

Robotics Allows the construction of the ARTILLERY unit and the


manufactured buildings P. and SS MODULE.

Super Conductor Allows the construction of the SDI DEFENSE building and
superconductor is necessary to reveal Fusion.

Fission Allows for the construction of the MANHATTAN building


PROJECT is essential to reveal Nuclear,
cancel the effect of N. COLLEGE.

Nuclear Allows the construction of the NUCLEAR POWER building


and is necessary to reveal Fusion.

Communism It allows for the construction of the UNITED NATIONS building.


it is necessary to reveal Union, cancels the effect
from PYRAMID and M. CHAPEL.

Union Allows the construction of the MECH INF unit.

Fusion It is necessary to reveal Future Tech

Future Tech No effect, just adds points to your


(Technology of the future) final score.

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4 - UNITS:
One could say that the units are the human element of your civilization, the
most are military units whose function is to defend or attack, but there are
units with other functions such as building things, transporting, trading,
Below is a list of all the units and their functions.

UNIT COST ATTACK DEFENSE MOBILITY DESCRIPTION


Settler 40 0 1 1 Perhaps the unit more
important of the game, serves
to build cities and
develop the area to
around them.

Militia 10 1 1 1 Basic military unit,


they break the branch at the beginning
but become useless
with the arrival of the legion.

Chariot 40 4 1 2 Great attack unit


in the early stages, it can
also serve to
exploration, to do so,
it is necessary to have the
technology THE WHEEL.

Phalanx 20 1 2 1 Basic unit of defense,


it is necessary to have the
BRONZE WORK technology.

Legion 20 3 1 1 Good attack unit and


cheap too, for
to do it you need to have the
IRON WORK technology.

LCAV 20 2 1 2 Weaker than a legion,


however with better
mobility, recommended
for exploration, requires the
RIDING technology.

Trireme 40 1 0 3 basic maritime unit,


can carry two
units, but it gets lost in the
but if it stays too far away
from the land, requires the
MAP MAKING technology.

Catapult 40 6 1 1 Great attack unit,


but with a terrible
defense and low mobility
requires MATH technology.

Diplomat 30 0 0 2 There are several functions,


how to establish
embassies, negotiate
spy and stimulate
rebellions in others
civilizations, requires the
WRITING technology.
Caravan 50 0 1 1 It has the function of selling
products to others
civilizations or help in
construction of Wonders,
requires TRADE technology.

Knights 40 4 2 2 Improved version of the


Chariot needs to
CHIVALRY technology.

Sail 40 1 1 3 Maritime unit, can


transport 3 units,
recommended for
exploration, requires the
NAVIGATION technology.

Frigate 40 2 2 3 Maritime unit, has


a reasonable attack, can
transport 4 units,
requires technology
COMPASS.

Musketeers 30 2 3 1 Improved version of


Phalanx, needs to have
the GUNPOWDER technology.

Ironclad 60 4 4 4 Maritime unit of


attack, cannot
transport, requires a
STEAM technology ENG.

Cannon 40 8 1 1 Improved version of


Catapult needs
METALLURGY technology.

Transport 50 0 3 4 Maritime unit, it can


transport up to 8
units, needs the
industrial technology.

Battle Ship 160 18 14 4 High maritime unit


attack power, cannot
transport units
requires STEEL technology.

Rifles 30 3 5 1 Improved version of


Musketeers, it is necessary to
CONSCRIPT technology.

Cruiser 80 6 6 6 Improved version of


Ironclad, needs
COMBUSTION technology.

Fighter 60 4 2 10 Air unit, it can only


to be attacked by another
air unit, but if to
at the end of her shift she
not be in a city
or Carrier, will fall, requires
the FLIGHT 1 technology.
Armor 80 10 5 3 Attack unit, high
offensive power and great
mobility, one of the
best units
terrestrial, requires a
AUTOMOBILE technology.

Bomber 120 12 1 8 Air unit, can stay


up to two turns away from
a city or Carrier,
but it will also fall if not
return, needs the
FLIGHT 2 technology

Carrier 160 1 12 5 Maritime unit, serves


as a basis for Fighters,
Bombers and Nukes, can it?
transport 8 units
requires technology
FLIGHT 2.

Sub 50 8 2 3 Good maritime unit,


requires technology
MASS PRODUCTION.

Artillery 60 12 2 2 Land unit


definitive offensive,
high attack power and
still ignores the effect of the
City Walls, needs to
ROBOTICS technology.

Mech Inf 50 6 6 3 Land unit


definitive defense
requires technology
UNION.

Nukes 160 99 (!) 0 16 Nuclear weapon, can only


to be produced after the
construction of Manhattan
Project, repair in your
attack power, requires
the ROCKETRY technology.

------------------------------------------------------------------------------

5 - BUILDINGS
They are the buildings of your civilization, they are divided into two categories, they are:

5a - BUILDINGS - These are the constructions that can be built in each city and
os
its effects only apply in the city where it was built, below follows a
list of all Buildings and their functions:

BUILDING CONSTRUCTION/MAINTENANCE COSTS DESCRIPTION


Barrack 40/0 Strengthens the units of
city, the cost of
maintenance increases with
the emergence of new
technologies.

Granary 60/1 50% of the stored food


can be used when the
population increases,
also protects against
hunger, needs of
POTTERY technology.

City Wall 120/2 Defense of the units


increases by 3 times,
protects against flooding
needs technology
Masonry.

Market Place 80/1 Collection rate and


of goods production,
increases by 50%, requires
the CURRENCY technology.

Temple 40/1 1 unhappy person in


city becomes happy,
protects against eruptions
volcanic, requires a
BURIAL technology.

Aqueduct 120/2 Cities can expand


its population beyond
10, protects against
fires and epidemics,
requires the technology
CONSTRUCT.

Colosseum 100/4 3 dissatisfied people


they are happy, requires
the CONSTRUCT technology.

Library 80/1 Intellectual production


increases by 50%, requires the
WRITING technology.

Court House 80/1 Corruption in the cities


drops 50%, needs the
LAWS technology.

Bank 120/3 Collection rate


production of goods increases
at 50%, requires the
BANKING technology.

University 53.33 Intellectual production


increases by 50%, requires the
technology UNIVERSITY.

Factory 200/4 Production of goods increases


at 50%, needs the
industrial technology.

Power Plant 160 divided by 4 Factory production


increases by 50%, pollution
increases, requires a
REFINING technology.

Hydro Power 240/4 Production of factories


increases 100% and pollution
decreases, needs
TELEVISION technology.

Mass Transit 160/4 The population is not


affected by pollution,
requires technology
MASS PRODUCTION.

Recycle C. 200/2 The probability of


pollution decreases to
2/3, needs to
SOLAR technology.
Nuclear Power 80 Increase production in the
factories at 50%, but
possible disturbances
can cause accidents,
requires technology
NUCLEAR.
Manufacturing Plant 320/6 Production in the cities
increases by 100%, requires
the ROBOTICS technology.

SDI Defense 200 divided by 4 Protect the city against


nuclear weapons, require
the SUPER technology
CONDUCTOR.

S.S. Structure 80/0 Integral part of the


spaceship, requires a
FLIGHT 3 technology.

S.S. Component 160/0 Propulsion system and


fuel of the
spaceship, requires the
PLASTICS technology.

S.S. Module 320/0 Support system for


life and production of
energy in the spaceship,
requires technology
ROBOTICS.

5b - WONDER - They are the wonders of the world, only one can be built by a
the only civilization and its effects extend across all the
cities and by other civilizations, the wonders have no cost
of maintenance, below is a list of all the Wonders and their
functions:
WONDER CONSTRUCTION COST DESCRIPTION
Palace 200 The administrative center of
your civilization, cities
distant from the capital are
most vulnerable to corruption,
requires MASONRY technology.

B. Garden 300 Happiness increases by 1 in


each city, INVENTION
cancel the effect, it is necessary
of pottery technology.

Pyramid 300 Government system changes without


go through anarchy,
COMMUNISM cancels the effect,
requires the MASONRY technology.

Colossus 200 Exchange in the cities increases in


1, ELECTRIC cancels the effect,
requires IRON WORK technology.

Great Wall 300 Other civilizations always


they will offer peace offerings,
GUNPOWDER cancels the effect,
requires MASONRY technology.

Oracle 300 Increases the effect of the Temples,


RELIGION cancels the effect,
requires the MYSTICISM technology.

Lighthouse 200 All maritime units


increase their mobility by 1,
COMPASS cancels the effect,
requires MAP technology
MAKING.

Great Library 300 Your civilization gains a


technology already acquired by
two other civilizations,
UNIVERSITY cancels the effect,
requires LITERACY technology.

C. Observatory 300 Good intellectual production,


requires the technology ASTRONOMY.

Expedition 400 All maritime units


increase their mobility by 1,
requires technology
NAVIGATION.

S. Theater 400 Unhappy people in the cities


satisfied, TELEVISION
cancel the effect, requires the
MEDICAL TECHNOLOGY.

N. College 400 Increase intellectual production


FISSION cancels the effect,
requires GRAVITY technology.
D. Voyage 300 Your civilization wins
immediately the next two
technologies that you choose,
requires RAILROAD technology.

Suffrage 600 Reduce the number of people


dissatisfied because of
units outside the cities
when in the system of
Republic or Democracy government,
requires technology
INDUSTRIAL.

Cure Cancer 600 Happiness in all


cities increase by 1, requires
the technology GENETICS.

Hoover Dam 600 Increase the production of all


cities in the continent at 50%
and reduces pollution, requires
the technology TELEVISION.

SETI Program 600 Increase production by 50%


intellectual, needs the
technology COMPUTERS.

Manhattan Project 600 Allows the construction of weapons


nuclear, needs the
FISSION technology.

Apollo Project 600 Allows the construction of


spaceships, requires a
FLIGHT 3 technology.

United Nations 600 Negotiations with others


civilizations will always bring
peace offers, needs the
COMMUNISM technology.

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6 - SYSTEMS OF GOVERNMENT
Anarchy - It is the system with which you start the game; the leader is the DICTATOR.
The money collection rate is good as long as you build.
roads and MARKET PLACES, the Wonder COLOSSUS also helps, the people stay
happy easily, as long as TEMPLES and the ORACLE are built, and the
intellectual production is reasonable as long as you build LIBRARIES and
the C. OBSERVATORY, but as buildings are being constructed, this
the system becomes incompatible with expenditures.
Monarchy - The leader is the KING, the collection rate increases slightly, but soon
requires the construction of BANKS to offset the expenses, maintain the
a happy people becomes a little more difficult and becomes necessary
build COLOSSEUMS AND CATHEDRALS, as well as the Wonders M. CHAPEL,
JSB CATHEDRAL and S. THEATER, intellectual production improves, but
it would be interesting to build UNIVERSITIES and Wonder N.COLLEGE, to
improve even more, this system is advisable when the majority
of your cities being at level 10.
Republic - The leader is the CHANCELLOR, the tax collection rate and production
intellectuals make a tremendous leap, but keeping the people happy becomes
increasingly difficult, the construction of the Wonders SUFFRAGE AND CURE
CANCER can help, but what really helps is to maintain the rate of
LUXURY in at least 2, this system is advisable when the majority
of your cities is at level 20.
Democracy - The leader is the PRESIDENT, revenue and intellectual production increase
even more, but the population will not be easily satisfied, no
I usually use this system, but if you want to take a chance, just put it in.
when your cities reach level 25.
Communism - The leader is also the PRESIDENT, the people stay in line due to the law
Marcial, intellectual production is falling sharply, that's why
it becomes necessary to produce DIPLOMATS to steal technology from
other civilizations, I can't say what happens with the rate of
revenue collection, but I believe it should be the same as the ANARCHY system.

-----------------------------------------------------------------------------

7 - MENUS
7a - MAIN MENU - It is accessed by placing the cursor (torch) in a location where
it does not have a unit or city, it consists of the following
options:

Distribute - It serves to distribute points among the collection rates of


taxes (Tax), production of consumer goods (Lux) and production
intellectual (Sci), you have 10 points to distribute among them,
the more points you have in TAX, the more money you earn per turn,
the more points the LUX has, the lower the possibility of there being
riots in the cities, and the more points the SCI has, the faster
new technologies will emerge.
Advice - These are information about your civilization, this option opens up others
what are:
City Status - provides general information about each city such as
population, food production, production of goods
consumption and tax collection.

Military - provides information about its units, how many are there
being produced and how many are active.
Intelligence - provides information about other civilizations, but only
after you establish an embassy in it.
Attitude - provides information about the happiness of the people.

Trade - provides financial information about each city, how much it


raises and how much it spends.

Science provides information about intellectual production, which


technologies have already been discovered and how many turns are left
to discover the next one.

Revolution - Starts a revolution to change the system of government, after some


shifts, you will be able to choose which system you want to follow.
Information - More information about the civilizations, this option opens
three others that are:

Top Five Cities - Show the five most developed cities of


world.

Score - Shows your score that depends on various factors.


Demographics - Displays various information about the population of
your civilization.

Jump - It transports you directly to a city of your choice.


World Map - Shows you the map of the world.

Option - Used to activate or deactivate some game options, such as music,


animations, etc.

Save - Save your game.

Exit - Ends the game.

7b - CITIES MENU - Can be accessed by clicking with the cursor on a city,


you
it will have the following options:

City - It serves to distribute the working population around the land.


In the city, they can work in food production or mining.

Production - It serves to manage the production of goods (units and buildings)


on the right side you have the CHANGE options that serve to change the
it will be built and BUY to buy the product soon, here you can
also sell a building, but only BUILDINGS can be
sold.

Armed Forces - It serves to manipulate the units that are within the cities.
View - It gives you an overview of the city.

Happy - It shows you the level of happiness in the city.

Rename - It is used to change the name of a city.

7c - UNIT MENU - Can be accessed by clicking the cursor over a


unit, depending on where this unit is, some
Options may appear or not, the options are as follows:

Move - Move the unit in the direction you choose, if in that direction
if there is a unit from another civilization, the movement will be an attack and
depending on your attack power and the defense power of the attacked, you
can destroy it, or be destroyed.

Replenish - Only SETTLERS can perform this function, it is used to


transform the Settler into a member of the city population,
increasing her level by 1, upon executing this action you will no longer be able to
to be used.

Wait - Remains in a waiting state until other units perform their actions.

Sentry - Is in a state of vigilance, if a unit from another civilization


as it gets closer, it returns to the active state.

Defense - Stays in a state of defense, only returns to active state if you click
about him with the cursor.

Home City - Becomes a stateless unit as a member of that city.

No Order - Closes the unit's shift.

Disband - Abandon the unit and it will no longer be usable.

Land - Can only be used by maritime transport units, serves to


disembark ground units inside them.

City - Can only be used by the SETTLERS, used to build a new city,
by using this option the Settler disappears.

Irrigation - Can only be used by the SETTLERS, used to irrigate certain


lands, such as Ground, Grass, Hills, and Deserts as long as they are
near rivers, lakes, or oceans and thus increase production
of food.

Mine - Can only be used by the SETTLERS, it is used to mine certain terrains.
like Mountains, Hills and Deserts and thus accelerate the production of goods.

Road - Can only be used by the SETTLERS, used to build roads.


depending on the land where it is built, it can increase revenue
of money in the city, ground units that move on roads have
your mobility tripled.
Fortress - Can only be used by the SETTLERS and after acquiring the technology
CONSTRUCTION, is used to build fortresses, units that remain
inside them has its defensive power increased, and if there are more than
a unit inside a fortress and they are attacked, only
One can be destroyed with each attack.
Railroad - Can only be used by the SETTLERS and after acquiring the technology
RAILROAD, is used to build railways over a road
normal, land units that move on railway tracks have
infinite mobility.

Ground/Grass - Can only be used by the SETTLERS, transforms Forests, Swamps


the forests in land suitable for irrigation.

Forest - Can only be used by the SETTLERS, transforms flat terrains into
forests (useless, in my opinion).
Plunder - Destroys irrigation and mines.

When a Diplomat enters a city of another civilization,


the following options appear:

Establish an embassy - create an embassy in that civilization and you start to


For information about, you are notified periodically
when this civilization discovers a new technology and
when she is at war with another.

Search for Cities - I think this is for locating the cities of that
civilization, I only used it once and nothing happened.

Steal Technology - steal a technology that you do not have yet, this can
to result in a declaration of war.

Cause Destruction - supposedly destroys buildings of that civilization, but


I also don't use that, so I'm not sure.
Request for an audience - ask for an audience with the king, more details in topic a
to follow.

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8 - HEARINGS
Eventually you will have to make contact with other civilizations, they will send
envoys to talk to you, here is what may happen if you accept
to converse
If this is your first contact with civilization, the king will be grateful for the
attention and may propose the exchange of technologies, for example:

"Currency is a technology that you do not have, we would like to exchange it for a"
about your technologies, what do you tell us?

Option 1 - Who needs this? (decline the offer)


Option 2 - Yes, let's trade (accept the offer)

After that, if you have any other technology that they want and vice versa.
if it is not true, these will be the terms of the conversation:

Your civilization is a joke, we would be very pleased to go to war with you, but
If you teach us the Riding technology, we will spare you!

Option 1 - We will not teach you anything (this may lead to a declaration of war)
Option 2 - We will cooperate (provides the required technology)

There is still the possibility that they will require a tax from you, in that case.
the conversation will take place as follows:

"You are an evil and insignificant tribe, which we can easily annihilate,"
but if you give us a certain amount of money, we will spare you!
Option 1 - We will not pay you anything! (high chance of declaration of war.)
Option 2 - We understand and will cooperate (pays the tax.)

In both previous cases, if you choose the second option, they will propose a
peace treaty, you have the following options:

Option 1 - No! (rejects the proposal and declares war!)


Option 2 - Alright, let's make a treaty. (Accepts the offer)
If you choose the second option, the leader of the other civilization celebrates the alliance and
It says that you have the eternal friendship of their people, then you will have three more.
final options:
Option 1 - The pleasure is ours (closes the hearing)
Option 2 - Request reinforcements (Ask for help to fight against another civilization)
Option 3 - Demand payment of tax (may result in a declaration of war)
If you choose the second option and they accept, they will ask for a certain amount in
money to help in the war, it is up to you to accept it or not.
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9 - CABINS
They are spread all over the world and if you enter them it can happen
various things, such as founding a new city, acquiring mercenary units,
acquire new technologies, acquire money or find criminals, then
I always advise saving before entering a cabin.

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10 - TYPES OF LAND
Ground (land) - It is used for irrigation and roads, grounds with the figure of a
animals produce more food.
Grass (grama) - It has the same function as Ground.

Hills - They are used for mining and irrigation, grounds with the figure of a
black rock, produce more mineral resources and accelerate the
production of goods, units located on hills have their power
double defensive.

Mountains - They are used for mining, mountains with the figure of a
another bar produces more money if it is made a
road over it, units located on a mountain
its defensive power increased by 200%.

Forests - Practically useless, those that have the figure of an animal


they still produce some food, but the best is really
knock them down. (how anti-ecological hehehe!)

Jungle - Only those with the figure of a blue stone serve, make roads.
those that do not have them are
useless and must be removed.

Rivers are used for irrigation; roads can only be built afterwards.
discover the BRIDGING technology.
Thundra (snow) - Totally useless, the ones that have the figure of an animal still
They produce some food, but avoid building cities nearby.
of these places.
Water (oceans and lakes) - those that have the figure of a fish produce food, the
that do not only provide money.

Swamps - those with the shape of a brown drop accelerate production


Of goods, those who do not have them are useless.

Deserts are the best types of terrain because they serve to


irrigation, mining, and roads, those that have the figure of a
Oases are better for agriculture, those that don't have them don't have.
they must be mined.

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11 - TIPS FOR BEGINNERS


Don't build too many cities or it will be very difficult to control expenses, do it.
five, at most six, when you are more experienced you can take a risk with one
greater number.

Keep a distance not too great between the cities, but avoid that the
useful area of one invades the other.
Make the most of all the useful area of your cities, irrigate, mine, and build roads,
do not leave any square unused, have at least two Settlers
working on it.

Build cities in areas with varied terrain, avoid building only in


lands for irrigation or only in lands for mining and have at least
a city close to the ocean or it will not be able to make maritime units.

Defend your cities well, have at least 3 defensive units within them.
because in addition to the risk of being attacked by other civilizations, there is still
the pirates and bandits who want to plunder and loot.

Be ready to attack, make attack units to attack others.


civilizations that declare war against you, do not yield to threats, unless
the other civilization might be much more powerful, in that case it is better to maintain peace.

Be attentive to your money, if the income is lower than the expenses,


build Market Places and Banks to try to reverse this, if it is not enough,
change the system of government.

Keep the people happy, build temples, colosseums, and cathedrals whenever
there is a threat of riots, when they happen the production of goods stops and
delays the development of the city.

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