Civilization 2 Walkthrough :
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Walkthrough - FAQ/Strategy Guide============================================================================== Civilization II for PC-Windows FAQ/Strategy Guide By: AlaskaFox (Ronan Hunt-Murphy) Version 1.6 July 07, 2004 ============================================================================== Contents ======== 1. Disclaimer/Legal -LGL- 2. Contact Information -CTI- 3. Version History -VER- 4. Game Requirements -REQ- 5. Civ1-Civ2 Changes -CHG- 6. Game Setup -STU- 7. Getting Started -STR- 8. Cities -CTY- 9. Units -UNT- 10. Units In-Depth -UID- 11. Improvements -IMP- 12. Wonders -WON- 13. Terrain -TER- 14. Governments -GVT- 15. Discovery Effects -DSC- 16. Strategies -STG- 17. Frequently Asked Questions -FRQ- 18. Outro/Credits -OUT- Using this Guide ================ To correctly use the Table of Contents to quickly find what you are looking for press Ctrl+F and type in the code next to the section to jump to it. On Mac browsers, use Command+F for the same results. For example, type -LGL- into the search box, and it will quickly jump to the Disclaimer/Legal section. ------------------------------------------------------------------------------ 1. Disclaimer/Legal ------------------------------------------------------------------------------ -LGL- This Game Guide/FAQ is created for personal use only. You must not use it for anything that gains profit. Specifically Magazines, Game Guides, Commercial Web Sites, unless you have my written permission. You’re also not allowed to rip off part/s of this Game Guide/FAQ and put it on your own Game Guide/FAQ. Anyone doing this is guilty of plagiarism", the act of stealing and passing off of ideas and words of another as one’s own without crediting the source. You also cannot use this Game Guide/FAQ as a guide for you to make your own Game Guide/FAQ, you must do everything there is to do in the game yourself or have others give info about your game and give them proper credit. You can copy the layout though. You can put this Game Guide/FAQ on your non-commercial or non-profit web site provided that not a single character has been edited or removed and you MUST have permission from me in order to do so. You can also, print a copy of the entire FAQ/Guide or a part of it, provided you only use it for personal purposes. Remember "You don’t have to steal, just ask." - B.O.F.III ------------------------------------------------------------------------------ 2. Contact Information ------------------------------------------------------------------------------ -CTI- If you wish to ask me a question or make a suggestion, go to: http://denim.bbboy.net/alaskafox-viewforum?forum=4 and post a message, stating your query. I will try to get to it as soon as possible. If I get an email regarding Civilization, it will most likely be ignored and deleted. This is due to the vast amount of junk, spam and stupid questions I get in my email. ------------------------------------------------------------------------------ 3. Version History ------------------------------------------------------------------------------ -VER- Version 1.6 =========== -Started: July 7, 2004 -Guide Changed to only concern Civilization II i.e. Test of Time & Fantastic Worlds elements removed -Entire Guide Reformatted -"First Things, First" renamed "Getting Started" -"Technical Stuff" renamed "Game Requirements" -New Strategies Added -File Size: xxxk Version 1.5 =========== -Started: September 16, 2002 -Layout Updated to match newer FAQs -Removed email address -Use my message board instead -File Size: 186k Version 1.4 =========== -Started: February 21, 2002 -Frequently Asked Questions Section Added -5 FAQs Added -Layout Updated -File Size: 182k Version 1.3 =========== -Started: September 09, 2001 -Terrain Added -Wonders: 2 Descriptions Added -File Size: 180k Version 1.2 =========== -Started: August 08, 2001 -Improvements: Descriptions Added -File Size: 175k Version 1.1 =========== -Started: July 18, 2001 -Discovery Effects Added -Strategies: 1 Early Game Strategy Added -Ascii art at bottom added -File Size: 151k Version 1.0 =========== -Started: June 11, 2001 -First Submitted: July 17, 2001 -Technical Stuff Added -Changes I, II Added -Game Setup Added -First Things, First Added -Cities Added -Units, Units In-Depth Added -Improvements, Wonders Added -Governments Added -Disclaimer, Email Notice Added -Outro, Credits Added -File Size: 129k ------------------------------------------------------------------------------ 4. Game Requirements ------------------------------------------------------------------------------ -REQ- Requirements ============ This is what you'll need to play Civilization II: Minimum: 166 MHz Pentium®. Recommended: 200 MHz Pentium with MMX. Minimum: 16 Mb of RAM. Recommended: 32 Mb or more. Minimum: 4x speed CD-ROM drive. Minimum Installation: 60 Mb. Minimum: SVGA (16 bit) graphics card Required: Mouse Required: DirectX 6.0 (included in installation, if necessary) Required: Compatable Sound Card For Multiplayer Games you'll need: Minimum: 28k Modem Recommended: 56k Modem Access to the Internet with the Winsock protocol and a 28.8 kps connection ------------------------------------------------------------------------------ 5. Civ1-Civ2 Changes ------------------------------------------------------------------------------ -CHG- These are the changes from the original Civilization to Civilization II: A New Look ========== -Uses an Isometric Grid instead of a square one(diamond terrain) -Shield indicates Unit civilization -Coloured Health Bar -Changes in Architecute of Cities New Combat Features =================== -Hit Points -Firepower -Spacebar restores units -New versions of old units(e.g. Settlers -> Engineers) New Production Features ======================= -Waste Production Shields -50% Penalty for Changing Production -New Improvements(e.g. Supermarket) New Terrain Features ==================== -Rivers appear everywhere -Special Terrain yields two resources -When adjacent squares are upgraded, city square is also. New Movement Features ===================== -Rivers have same movement as roads -Alpine Troops, Explorers treat every square as road -2 settlers work together to finish jobs quicker -Settlers/Engineers can use Transform Command New Government Features ======================= -Fundamentalism has been added -In Monarchy the first 3 units cost no shield support -No corruption occurs under Communism -All spy units are veteran under Communism -The first unit away from city doesn't cause unrest in a Republic -After a revolution, you can change to as many government types that turn New Diplomacy Features ====================== -AI remembers past actions -New diplomatic states: cease fire, neutrality, alliance -Cease fires expire after 16 turns New Wonder Features =================== -Pyramids now are a granary in all your cities -Lighthouse never lets Triremes be lost at sea -Great Wall now acts as a City Wall in each city and, forces peace -Magellan's Expedition gives a +2 movement bonus to all ships -Michaelangelo's Chapel counts as a Chatedral in all cities -United Nations gives democracies a 50% chance to overrule senate -SETI Program counts as a Research Lab in all cities -Colossus expires with Flight -Great Library expires with Electronics -Great Wall expires with Metallurgy -JS Bach's Catherdral now requires Theology to build. Other New Features ================== -Computer opponents now have to "Build" wonders -Civlopedia/Advance Tree changed -Disbanding adds 50% production to city ------------------------------------------------------------------------------ 6. Game Setup ------------------------------------------------------------------------------ -STU- This is the part where I tell you how to setup a new game. Menu screens are listed numerically e.g 1-0, 3-2 Civilization II ================ [1-0] Start a New Game: Begins a new game -> 1-2 Start on a Premade World: Play on a custom Map -> 1-2 Customise World: Choose how you want your world to look -> 1-1 Begin Scenario: Begin a pre-set scenario -> 1-2 Load a Game: Load a previously saved game -> To game View Hall of Fame: View previous high scores [1-1] Select Size of World: Small(for short, quick games) Normal(the standard size) Large(for longer games) Custom(select the height and width of your map) -> 1-1b [1-1b] Select Land Mass: Small(less land, more Ocean) Normal(default) Large(more land, less Ocean) -> 1-1c [1-1c] Select Land Form: Archipelago(numerous small continents) Varied(a mix between Archipelago and Continents) Continents(One or Two Large continents) -> 1-1d [1-1d] Select Climate: Arid(more dry squares e.g. Plains, Desert) Normal(equal numbers of arid/wet squares) Wet(more wet squares e.g. Forest, Swamp. Also increase river numbers) -> 1-1e [1-1e] Select Temperature: Cool(more cold squares e.g. Tundra, Glacier) Temperate(an average number of each terrain type) Warm(more warm squares e.g. Desert, Jungle) -> 1-1f [1-1f] Select Age: 3 Billion Years(terrain squares appear in clusters) 4 Billion Years(not as clustered as 3 Billion Years) 5 Billion Years(randomised terrain locations) -> 1-2 [1-2] Difficulty Levels: Chieftan: The easiest level, provides advice Warlord: A slight bit more difficult Prince: More difficult, slower advances King: Difficult, unstable citizens, slow advances Emperor: Very Difficult, slow advances Diety: Extremely Difficult -> 1-3 [1-3] Select Number of Civilizations: Between 3 and 7 (lower means each Civilization is large, whereas higher means smaller civs) -> 1-4 [1-4] Select Ammount of Barbarians: Villages Only: No roaming barbarians Roving Bands: Few Barbarians Restless Tribes: Standard Level Raging Hordes: The world is full of them -> 1-5 [1-5] Select Game Rules: Standard Rules: The normal Rules -> 1-6 Customise Rules: Select them yourself -> 1-5b [1-5b] Customise Rules: Simplified Combat: Units either lose all damage or none in combat Flat World: you can't circumnavigate the world Select Computer Opponents: This will bring through numerous screens selecting your opponents. Accelerated Start-up: If you select this cities and units will be built Bloodlust: No player can built spaceships, to win you must conquer the world Don't Restart Eliminated Opponents: When they die, they die! -> 1-6 [1-6] Select Gender: Male/Female: This is sorta obvious -> 1-7 [1-7] Select Your Tribe: Select which tribe you want to be e.g Celts -> 1-8 [1-8] Select City Style: This only effects the way your cities look Bronze Age Monolith / Classical Forum / Far East Pavillion / Medieval Castle -> To Game ------------------------------------------------------------------------------ 7. Getting Started ------------------------------------------------------------------------------ -STR- Your First City =============== You'll see a screen with a flashing man on a terrain square surrounded by other black terrain. This man is your settler, he's there to settle, to build new cities and irrigate the land, and build roads. But, we don't need to do some of them yet. The first thing to do, is look for a place to build your first city(your capital). I usually build my first city beside the sea, but sometimes that's not possible, so we'll look for a good spot(seaside, or inland). Seaside Cities ============== When building cities beside the sea, look in the sea for Whales or Fish. These will help your city grow, as they will provide well-needed food and production. Also, more mineral squares on the land close by would be a help. Inland Cities ============= When building an inland city you must have a river closeby, or under the city. If you don't it will be difficult to irrigate around it. Also, a few mineral squares would be a valuable help. Improving your Capital ====================== Next we want your city to improve, so you should build a unit to defend the city, and another to search the surrounding area for villages(goody huts), and sites for other cities, and to discover your opposition. If you don't have the development pottery already, I highly recommend you discover it, so that you can build a Granary in your cities. A Granary is useful because it helps the population increase quicker. If you got two settlers at the start, or found one in a hut, it would be wise to get the settler to irrigate(press "i") the plains/grassland around your cities(I say cities because your Explorer should have found an advanced tribe by now). You should also get that settler to build Roads(R) in the sqaures around your cities(even if they do lead nowhere) for extra trade, and a road between your cities. It is recommended that you build all the new city improvemnets as the come onstream(that's another unusual expression, that one). What to do next... ================== According to the Manual (you should read it, it's that thing you threw in the corner with the box) there are four priorities you should keep in mind early in the game. These are: -Defense: You've already covered this by building your defensive unit -Research: You should discover new advances to build better units, improve your city, allow you to build Wonders of the World -Growth: You've covered that with your second settler irrigating your city -Exploration: You've also covered this one with that unit you sent out So there's one I didn't cover yet Research ======== Well, I've already told you to learn pottery, so... You should have! The first goal I try to achieve is building the Great Library, so next time the "What discovery shall our wise men pursue, sire?" screen comes up click on Goal, and on this screen choose Improvements(if it isn't up already) and select Great Library, and it will tell you what you need to research next to progress towards it.(In Test of Time there's an option "AutoResearch" which lets you automatically research until you reach that advance). If you wish to discover something else first, you don't need to follow my advice in Research. Chatting with Opponents ======================= Hopefully you should have met some other tribes by now, and have a peace agreement with them. But if you haven't, here what to do when talking to other leaders. When they wish to talk to you, click OK. When they offer a Peace Treaty click Accept offer, you don't want enemies this early in the game. If you wish you can ask them for a Permanent Strategic Alliance, they may reject if their attitude is poor, but this early, they nearly always say yes. When they discover something you can then ask to exchange knowledge, or if you think they have more of the map than you, you can ask to share world maps(their attitude must be very high for them to accept this). I'll end this tutorial section here, because I don't want to be deciding your game outcome for you. Where's the fun in that? ------------------------------------------------------------------------------ 8. Cities ------------------------------------------------------------------------------ -CTY- This section covers everything about cities, not just the basics(as above). Choosing A Site =============== When deciding a site for your cities there are a few things you must have: Water - River / Ocean Minerals - Any Square containing Special Resources There are also things that are helpful to have/not have: Many plains/grassland - easiest to irrigate Some Forests - provide well needed shields Lots of sheilded grassland - (Test of Time only) this helps production No swamps - this may be difficult, but it makes roadbuilding,irrigation easier Few hills/mountains - you don't want any hills in the squares adjacent to the city, they raise attack rates against you The City Display ================ Population Roster ----------------- Position: In the Top Left of the screen Basically, this tells you the Population of your city. If you look closely at the citizens in the Population Roster you can see that they appear different. Thats right, not everyone in your city looks the same. The way they look changes on their mood or if they are assigned a role. Usually, the first set of people in your roster are happy people(sometimes there may not be happy people in your city, but thats your fault!). The next group are the content people. The next group are the unhappy people(try and have as few of these as possible), if the number of unhappy people exceeds the number of happy people in your city, the city enters civil disorder. The last group are Specialists: Specialists ----------- Position: Part of the Population Roster If you click on a square in the city radius that is producing, you will get a specialist instead of one of your citizens. Specialists have three roles:(to change roles, click on the picture of the specialist) Entertainers Every Entertainer adds 2 more luxury icons to the resource bar(explained later). The main role of Entertainers is to make your citizens happy, and to stop the city falling into disorder. Taxmen Each Taxman adds 3 more tax icons to the resource bar. The main role of Taxmen is to gain more tax from your people, to gain more money. This is something you may need to do near the beginning of the game, if you are losing money. Scientists Each Scientist adds 3 science icons to the resource bar. This helps if you are in a government type which has a slow advancement rate. Food Storage Box ---------------- Position: Top Right When your citizens work in city squares they create food, if they have more food than is needed for themselves it is added to the Food Storage Box. When the Food Storage Box fills, an extra citizen is added to the Population Roster. If you have built the Granary in your city, you will get a population increase when the box is full, but it will only be reset halfway. If your citizens do not have enough food, they will take it from the Food Storage Box, and when it empties any settlers or engineers supported by the city will be disbanded. If after this happens, there is still a shortage there will be a population decrease. Reosurce Bars ------------- Position: Top Middle In Test of Time click the box to bring up a more detailed view. The resource bars show all the resources generated by the city's workers each turn. There are 4 Resource Bars: Food This shows how much food is generated each turn. Each citizen of your city eats two food each turn, and Settlers and Engineers use food as support. The surplus/loss of food is shown to the right. If there is a surplus it will be added to the Food Storage Box. If there is a loss it will be taken from the Food Storage Box. Trade This contains the Trade Bar and the Apportionment Bar. The Trade Bar lists the ammount of trade goods produced on the left, and if there is any corruption it will listed to the right. Apportionment Bar This shows how much Trade is divided between Taxes, Luxuries, and Research. Tax is represented by gold coins, luxuries by cups, and research by beakers. These numbers depend on your tax rate, any developments in the city, any wonders in the city, and any specialist citizens. Shields: The bottom bar represents the Production of your workers each turn. The shields on the left are used up supporting units. Sometimes, in the centre of the bar there may be waste shileds. Production is listed on the right, the more shields here the better. These go towards building the Improvement/ Unit in the Production Box(below). If your city cannot support your units they will be disbanded at the end of the turn. Resource Map ------------ Position: Left This shows the terrain squares being used in the cities production. Depending on the terrain, the ammount of production will vary. The citizens can produce food, production shields, and/or trade. When your population increases another square(if available) will be use for resources. To change your citizens to specialists you must click one of the producing squares. To change producing squares you click the one you want to change, and then the one you want to change it to. Production Box -------------- Position: Right This shows a picture and name of the improvemnet you're producing. It shows how many shields of the total, that have been produced so far, and in Test of Time, tells how many turns are remaining. To change the unit/improvement click the Change Box and select from the pop-down menu what you want to produce. If you want to finish the current production by the next turn, click buy and if you wish purchase the improvement. In Civilization II, the buy screen tells how many turns are remaining before the current improvement is finished. On the Production Menu you can select Auto: this makes the Military Advisor, or Domestic Advisor decide which units/improvements are to be built. Help brings up the revelant civilopedia entry for whatever is highlighted. Cheat(only when cheats are enabled) builds a unit/improvement/ wonder instantly. Unit Roster ----------- Position: Left This shows which units are supported by the city. Food and Shield icons below the Units show the support needed by the unit. Clicking on the Unit brings up a window telling it's exact location, and what you wish to do with the unit: No changes, Centre map on unit, Centre map on unit and close city screen, order Unit to return home, Disband Unit. I shouldn't need to explain these. Improvement Roster ------------------ Position: Bottom Left This lists all the improvements/wonders currently in the city. If the improvement can be sold, a gold coin icon appears next to the improvement. Click the improvemnt to sell the improvemnt. You can only sell one improvemnt per city each turn. General Information Box ----------------------- Position: Bottom Middle Info: This shows the units currently in the city and the supplies and demands of the city, also any pollution in the city. If you click on one of the units the Unit Information screen will appear. The orders on this screen available are: No changes, Clear orders, Sleep / Board next ship, Disband, Activate Unit, Activate Unit and close City Display Happiness: This shows the happiness of the citizens in the city. In Civ2: The first row shows the happiness of the citizens before any adjustments. The second shows the happiness after luxuries. The third after city improvements. The fourth row shows the citizens happiness after martial law and field duty. The fifth row adds the effects of any wonders you control, and is the view shown in the Population Roster. Map: This shows a small map of the world, showing all of its supported units' locations. View: This shows a view of your city, with all the Wonders and Improvements. Getting the best from your surroundings ======================================= Try and build a road in every square, and when you acquire railroads build them instead. Try to irrigate all plains/grassland, and when you acquire Refrigeration change them to farmalnds. In the beginning, leave forests as they are because they provide shields. Mine all hills and mountains. Build Harbours and Offshore Platforms to harvest the sea. Build Supermarkets, Factories, Hydro Plants, Electric Plants, and Solar Plants to increase land prodcution. City Defense ============ The terrain you build your city on also has a defensive value, as well as providing you with food, production and trade. The best defensive terrain squares are: Hills, Mountains, Jungle. But(there's always a but), the production of these terrain squares is not as good as other squares. If you don't want to build on poor-production squares, Grassland or Plains with rivers through them are recommended. This has good production and has a 50 percent defense bonus. Improvements can also increase city defense: City Wall triples the defense factors of military units in the city, Barracks allow damaged units to heal quicker. Coastal Fortress raise the city defense against coastal attacks in seaside cities. SDI Defense protects your city against Nuclear Attacks. There are alos certain units you should have stationed in your city: A Spy/Diplomat will protect from espionage, A Destroyer can be brought out to destroy incoming ships, because when a city is attacked from sea, all units attack is lowered to one. City Growth =========== As mentioned above, you should irrigate the land surrounding your city to increase crop yield. You should develop Explosives and Refrigeration, so you can build Settlers and irrigate the land to farmland. Also, Farmland is useless without a Supermarket in the city, so you should build one as early as possible. Harbours should be built in seaside cities to gain increased food from the sea. Also, your population can increase, if your city has a "We love the ---- day", while your government type is either a Republic or a Democracy. Tax/Trade ========= This section is all about ways to increase trade. It's not really all about Tax. Trade is gained - basically - from the terrain surrounding your cities. Trade is represented by the arrow icon. Oceans/Sea gain large ammounts of trade. In the beginning, it seems that your city does not produce enough trade, in order to raise Trade production, you should get settlers to build roads (and railroads when you get them) all around your city. Improvements to increase Trade are: a Marketplace increases overall trade, a Bank increases the Tax section of Trade, as does a Stock Exchange. A Library increases Research, as does a University and a Research Lab. A Temple, a Cathedral, and a Colosseum increase Luxuries. The Colossus Wonder also improves Trade in a city, as does Capitalisation. Other ways to increase Tax are building Caravans or Freight, and sending them to cities far, far away. You can also increase your cash by building Adam Smith's Trading Company which pays for all one-cost improvement maintenance. Also, selling and rebuilding improvements can increase your bank account. Oh yeah, I better tell you how to change Tax Rates. First, click on Kingdom, then on Tax Rates(at the top of your screen). You now can increase and decrese whichever rates you wish, clicking the boxes to the right, temporarily sets one of the sliders. Happiness ========= You have enough because your playing the game, but what about your citizens? Are they happy enough? You can check by looking at your population roster. You always should have more happy people than unhappy people, if you don't, you're in trouble! The temperament of your citizens is based on improvements, military units, and government types. It is also based on which difficulty level you are playing. In chieftan level, your first 6 citizens start out content, in Warlord it's 5, and so on until Deity, where only one citizen starts out content. As I was saying, your governement also can cause unhappiness. Under a Despotism citizen unhappiness increases with the number of cities you have. In Republics and Democracies every ground or naval unit not in a friendly city may create unhappiness. If your cities have more unhappy people than happy people, they go into Civil Disorder, while in disorder your cities won't produce tax, food, production. And if you don't sort out the problem your government will collapse. If your city has no unhappy citizens, and at least as many happy ones as content ones, you will have a "We love the --- day". In Anarchy this has no effect, in Despotism your city collects resources as if it was a Monarchy. In a Monarchy/Communism/Fundamentalism your city produces as if it was a Democracy. In a Republic or a Democracy your city gains an extra citizen. To increase happiness there are many thing you can do: -Increase Luxuries in your tax rate -Build Temples, Cathedrals, Colosseums -Build Wonders: Hanging Gardens, Oracle, Michaelangelo's Chapel, Shakespeare's Theatre, JS Bach's Cathdral Cure for Cancer -Have Entertainers in your cities Terrain Basics ============== Rivers: Rivers work just like roads when travelling along them. The movement cost is 1/3. You cannot build roads on Rivers until you have discovered Bridge Building. Rivers are needed for irrigation. Rivers produce an extra trade icon. Tundra: A Musk Ox provides additional food. Fur provides Fur, more trade Swamps: Peat - more shields, Spice - Spice, more food, tade Jungle: Gems - more Trade, Fruits - more Food, Fruits Plains: Buffalo - more shields, Grain - more Food, Grain Hills: Coal - more shields, Wine - Grapes, more trade Mountains: Gold - more trade, Iron - more shields Ocean: Fish - more food, Whales - more food, trade Desert: Oasis - more food, Oil - petrol, more shields Forest: Pheasant - more food, Silk - more trade Pollution: decreases production output, caused by large production rates. Villages: Villages are the home of minor tribes, when you come across these, be sure to enter the square with the hut. There are numerous outcomes that can happen upon entering a village: A new city is formed, gain knowledge, gain gold, gain military unit, gain settlers, nothing, Find Barabarians. ------------------------------------------------------------------------------ 9. Units ------------------------------------------------------------------------------ -UNT- This Section will discuss the Basics of Units, whereas the next Section will discuss Units Individually. Introduction ============ Units are the "little men" you use to build, settler, fight, and transport. Everything that moves, in other words. There are three basic unit principles (A) Ground (B) Sea(Naval) (C) Air Ground units must stay on the ground. Sea units can only occupy sea squares and city squares. Air units can occupy any square(well, in TOT, that's not exactly true, but I'll discuss that later), but must return to a city to re-fuel. Statistics ========== Units have many statistics, but I will discuss the major ones first. Attack Strength This shows the attacking power of a unit(well, duh!). Units with a high attack strength are better at attacking than ones with a low att. strength. Defense Strength This shows the defensive capabilities of a unit. I.E. How well it can defend itself. Units with high defense strengths are good at defending cities. Movement Points This indicates how many squares the unit can move each turn. This is subject to terrain. Hit Points This indicates how much damage a unit can substain before dying. A units' current hit points is represented by a coloured bar above their heads. If it is green, the unit has over two-thirds hp(hit points) remaining. If it is yellow, the unit has between a third and two thirds hp. If the bar is red, the unit has less than a third hp remaining, and needs to be healed. Firepower This indicates how much damage a unit inflicts in each round of combat. The higher the better in attacking units. Range Only Air units have range. This is the ammount of moves they can be out of a city without needing to refuel. Holds Only certain naval units have "holds". "Holds" are used to carry ground units, and in some cases missiles or air units. The more "holds" a sea unit has the more units it can carry. Modes/Status ============ How do I heal a unit, you ask. Units are healed when they are in sleep mode, when you skip a turn, and when they are fortified in a city. Active Status Active status is the normal status for a unit, you can move them only when they are active. Sleep Status Sleep Status is used to heal units and for them to board ships, to send a unit to sleep press the 'S' button. Sleeping units wake up when an enemy unit comes close to them. They then turn to Active Status Fortified Status Fortified units are used to defend cities. To fortify units press the 'F' button. Fortifying a unit increases its defense. Specialties =========== There are many special features, and most are unique to certain units. Two Space Visibilty Most units only have one space of visibility, i.e. they can only see opposing units and cities in the immediate surrounding squares. Ignore Zones of Control This might be a good place to explain Zones of Control ______________________________________________________________________ |Zones of Control | |Ground units cannot move directly from one square adjacent to an enemy| |army or city to another such square. In other words, if your unit is | |either beside a non-allied opponent unit or city, then it cannot move | |to another square next to an opponent. This ascii art should help: | | ###### Key: | | #EXXe# ---- | | ##XUC# e: Enemy Unit | | ##YYY# E: Enemy City | | ###### C: Your City | | U: Your unit(the one you're moving) | | X: Moves not allowed | | Y: Moves allowed | |The squares marked X are restricted to move into, unless you already | |have a unit in that square. The squares marked Y are free to move to. | ---------------------------------------------------------------------- Ignore Zones of Control Now you get the idea of Zones of Control, you can see that there are certain squares you cannot move to, units with the ability Ignore ZOC, avoid these rules, and can enter any squares of its type(e.g. Ground units with Ignore ZOC cannot enter sea squares). Can make amphibious assaults Just like the US Navy SEALs, there are ground units that can attack from ships. Units with this ability can also capture opposing cities from ships. Submarine advantages Submarines are invisible to all ships except ones with a certain ability, explained later. Can attack air units Most ground units cannot attack air units, but as you progress you will get units which allow you to attack the steel birds of the sky. Ships must stay near land Only a trireme has this ability. It is the first ship you can build, if you are not adjacent to a land sqaure at the turns end, there is a 50% chance of your ships loss. This does not mean you cannot move away from land at any time, it just means that if the ship does not end the turn beside land, it may be lost at sea. Negates City Walls City Walls improve your city defense. Some units bypass that addition to defense, citys which can do this, have the ability "Negates City Walls". Can carry air units When you discover flight, you will need somewhere to refuel your planes for long journeys which cross the sea. Units with this ability can hold and move your air units. Can make paradrops Units with the Paradrop ability can move to a square within 10 spaces without the use of a movement point, by the use of the 'P' button. This can only be done once each turn. Alpine-Treat all squares as road Road squares only take a third of a move to go through, and units with this ability can move their alloted movement points times three. x2 on defense versus Horse This ability is misleading. The unit with it gets a 50% defense bonus against any unit with the movement rate of two, not just units on horseback. Free support for Fundamentalism This is also misleading. Units with this ability can only be build under fundamentalist governments. Destroyed after attacking Exactly what it syas on the tin. Only missiles have this ability. x2 defense versus air Units with this ability get a 100% defense bonus against all air and missile units. Unit can spot submarines Units with this ability can see adjacent units with the Submarine Advantages ability. Settles Only Settlers and Engineers can perform this function. They can build roads and RailRoads with 'R', Irrigate with 'I', mine with 'M' and transform terrain with 'T' May transport ground units Many ships have this ability. The "holds" ammount, shows the number of units the ship can hold. ------------------------------------------------------------------------------ 10. Units In-Depth ------------------------------------------------------------------------------ -UID- Settlers ======== Advance Required: None Obsolescence: Explosives Domain: Ground Movement: 1 Attack: 0 Defense: 1 Hit Points: 20 Fire Power: 1 Cost to Build: 40 Shields AI Role: Settle Ability: Settles Description: When cities grew to a size where the resources were insufficient to adequately insure a decent standard of living for the populace, adventerous groups of citizens set out on their own search of a place to build a new city. Once a suitable site was found, the settlers would build their new homes, and develop the land surrounding the city. Eventually, the whole process repeated, and the new city would send out settlers of its own. This process allowed civilizations to grow throughout history, from the empires of the ancient world to the discovery and settlement of the New World. Comments: Settlers are your primary tool in the early game, they let you build new cities and expand current ones. They also let you build roads between your cities. Engineers ========= Advance Required: Explosives Obsolescence: None Domain: Ground Movement: 2 Attack: 0 Defense: 2 Hit Points: 20 Fire Power: 1 Cost to Build: 40 Shields AI Role: Settle Ability: Settles, Ignores ZOC Description: As technology progressed throughout the centuries, people began to specialize in a single skill or field of knowledge. The early pioneers who acted in the multiple roles of farmers, builders, and just about any other occupation required by their situation, were replaced by engineers specifically trained in a single discipline. Specilized training provided engineers the time and the skill necessary to accomplish feats of construction and environmental manipulation never before experienced in history. Comments: Engineers are the advanced form of Settlers, they settle twice as fast as Settlers. Warriors ======== Advance Required: None Obsolescence: Feudalism Domain: Ground Movement: 1 Attack: 1 Defense: 1 Hit Points: 10 Fire Power: 1 Cost to Build: 10 Shields AI Role: Defend Ability: None Comments: Use these to explore the surrounding lands at the beginning of the game, as they are the cheapest unit in the game. Phalanx ======= Advance Required: Bronze Working Obsolescence: Feudalism Domain: Ground Movement: 1 Attack: 1 Defense: 2 Hit Points: 10 Fire Power: 1 Cost to Build: 20 Shields AI Role: Defend Ability: None Description: The phalanx was a military formation developed in Greece, and perfected in Macedonia. It consisted of a large group of soldiers in ranks and files, usually from 8 to 32 men deep, armed with spears, swords, and large shields. The first five ranks of men pointed their weapons forward, forming a bristling barrier of spearpoints, while the others kept their spears upright to deflect incoming missiles. An enemy had difficulty approaching this formation. The attacking army was faced with a densely packed body of warriors, who were often advancing on the run. This usually caused the attackers to give ground rather than risk being impaled. Unfortunately, the phalanx lacked maneuverability, and became less prevalent when enemy forces became more professional and learned to outflank the formation. Comments: Build a few of these to defend each of you cities in the early-game. Archers ======= Advance Required: Warrior Code Obsolescence: Gun Powder Domain: Ground Movement: 1 Attack: 3 Defense: 2 Hit Points: 10 Fire Power: 1 Cost to Build: 30 Shields AI Role: Defend Ability: None Description: The bow and arrow, invented in prehistoric times, greatly improved the hunting skills of early man, allowing him to kill his targets from a distance. The bow was eventaully adapted for use in battle, and was first used by Egyptian, Persian and Assyrian armies as early as 5000 BC. The range provided by the bow allowed small forces of archers torout armies of a superior number who were armed with hand-to-hand weapons. Archers were often used to soften enemy resistance prior to sending in mounted and skirmishing forces. Refinements in design and construction allowed the bow to remain an effective weapon until it was finally replaced by firearms in the 1500's. Comments: If you plan on mounting an early attack on an opponent, Archers will be your number one choice because of their low cost. Legion ====== Advance Required: Iron Working Obsolescence: Gun Powder Domain: Ground Movement: 1 Attack: 4 Defense: 2 Hit Points: 10 Fire Power: 1 Cost to Build: 40 Shields AI Role: Defend Ability: None Description: The Roman Legions, created during the early wars of the Republic and tested during the three Punic Wars against Carthage, were the fighting force that conquered and held the Roman Empire for five centuries. Each legion was composed of 6000 men, divided into 60 smaller groups known as centuries. Nearly unstoppable on the attack, the legion was relatively weak on defense. The legion's demise as a military unit was accelerated by the destruction of the Emperor's Valens' army by gothic knights in the 4th Century. Comments: As well as Archers, Legions(or is it Legionaires?) should be used in early combat situations. Pikeman ======= Advance Required: Feudalism Obsolescence: Gun Powder Domain: Ground Movement: 1 Attack: 1 Defense: 2 Hit Points: 10 Fire Power: 1 Cost to Build: 20 Shields AI Role: Defend Ability: x2 on Defense vs. Horse Description: The growing deployment of knights on the battlefield demanded that foot soldiers develop new means of fighting that would lessen their vulnerability against mounted opponents. One of the best ways to do this was to lengthen the reach of the infantrymen by arming them with long sturdy spears known as pikes. Massed infantry armed with pikes, in conjunction with archers, managed to even the battlefield odds. Armies equipped in this manner managed to hold their own until the invention of gunpowder made knights a thing of the past. Comments: These replace Warriors and Phalanx(es). They will become the new defenders of your city. Musketeers ========== Advance Required: Gun Powder Obsolescence: Conscription Domain: Ground Movement: 1 Attack: 3 Defense: 3 Hit Points: 20 Fire Power: 1 Cost to Build: 30 Shields AI Role: Defend Ability: None Description: One of the most important developments in the history of warfare was the invention of firearms. Originally developed in the 14th Century, firearms eveolved quickly, and by the late 17th Century flintlock muskets had become commonplace in battle. Musketeers, who were relatively inexpensive to equip and train, proved a deadly foe for the knights who had dominated the battlefield for so many years. Armies were often comprised of a cobination of musketeers, cannon, and knights, each complimenting the strengths and weaknesses of one another. Large forces of musketeers within a fortress or behind city walls proved an exceedingly difficult obstacle to an attacking army. Muskets were the primary firearm in use until they were replaced by repeating rifles in the Mid-19th Century. Comments: Musketeers replace Pikemen as your city defenders, and also become one of your primary attackers. Fanatics ======== Advance Required: Fundamentalism Obsolescence: None Domain: Ground Movement: 1 Attack: 4 Defense: 4 Hit Points: 20 Fire Power: 1 Cost to Build: 20 Shields AI Role: Defend Ability: Free support under fundamentalism Description: Certain circumstances, such as strong religious beliefs or a totalitarian system of governement, can "inspire" citizens or factions to nationalism that approaches maniacal fervor. Fanatical Groups can often suceed in seemingly hopeless situations, fighting and defeating superior enemy forces. Often, fanatics pursue military and terrorist activity for years, even decades, before they can be caught or stopped. Their strength for both attack and defense comes from their willingness to fight for the ideals they believe in, and, if necessary, sacrifice their lives in the name of their cause. Comments: I don't really use Fanatics, but they're a cheap army under a fundamentalist government. Partisans ========= Advance Required: Guerrila Warfare Obsolescence: None Domain: Ground Movement: 1 Attack: 4 Defense: 4 Hit Points: 20 Fire Power: 1 Cost to Build: 50 Shields AI Role: Defend Ability: Treats all squares as road, Ignores ZOC Description: Partisans are militant groups who pledge their support to a leader or a system of government. Partisans differ from fanatics in their methods. Whereas fanatics are usually radicals prone to use terrorist tactics, partisans are usually trained soldiers who practice the more organised tactics of guerrila warfare. Partisan groups have existed at various times throughout history. Parisans were particularly active in the Nazi occupied countries of Europe during World War II, where their acts of sabotage against their conquerors often kept german troops busy quelling partisan uprisings while they should have been fighting on the front lines. Because of their unflagging dedication to their cause, partisans make formidable opponents. Comments: Partisans a.k.a. The most annoying unit in the game. I never build these. But everytime you capture an opponent city in the late game, these appear and try to take it back. Alpine Troops ============= Advance Required: Tactics Obsolescence: None Domain: Ground Movement: 1 Attack: 5 Defense: 5 Hit Points: 20 Fire Power: 1 Cost to Build: 50 Shields AI Role: Defend Ability: Treat all squares as road Description: In the colder regions of the world, where winter months tend to leave the ground snow covered, skiing often became one of the most reliable means of transportation. In the alpine countries of Europe, it became commonplace to train special groups of soldiers to take advantage of the snow covered, mountainous terrain by travelling on skis. This proved to be a huge advantage, especially if the enemy forces were not likewise equipped. In November 1939, for example, during the Russo-Finnish War, the Finns managed to cut off the supply and communication lines of the vastly superior Russian army through the use of their extremely mobile ski troops, and the Finns continued to hold an advantage throughout the winter months. Alpine Troops continue to be trained and utilized in military forces of the present day. Comments: One of the most useful units in the late game, because of their maneuvarability. They are guaranteed to move 3 squares each turn, no matter what terrain. Riflemen |
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