From: rauchfuss@hpfcso.FC.HP.COM (Brian Rauchfuss)
Newsgroups: comp.sys.ibm.pc.games
Subject: CIV:  Civilization Playing Aid
Date: 13 Oct 92 22:55:01 GMT
Organization: Hewlett-Packard, Fort Collins, CO, USA


Here is an aid to playing the game Civilization that I came up with.  It is
useful when you have a problem and want to know all the options for solving it,
for example:  "What is the best way to increase the trade of this city and how
much will it cost me?"

There is some information here which is not in the manual, and it is alot more
convenient than looking in three different places in the manual.

----------------------------------------------------------------------
Brian Rauchfuss (Smokefoot)  "... the world could change in the blink
brian@hpfcbdr.fc.hp.com           of an eye."




resources:
		basic	mining	railroad	railroad & mining
forest		2		3
horses		3		4
oil		4		6
hills		-	3			  4
coal		2	5	3		  7
mountain	1	2			  3

Factory			+50%, resource cost 200, maint cost $4
Manufacturing Plant	+100%, makes Factory obsolete, cost 320, maint $6
Power Plant		+50% to F or MP bonus (increase pollution), 160, $4
Nuclear Plant		+50% to F or MP bonus (reduces pollution), 160, $2
Hydro Plant		F or MP bonus is doubled to +100% or +200%, 240, $4
Hoover Dam Wonder	+50% for cities on continent, (reduces pollution), 600


trade:

ocean		2
river		1
gems		4	6 with railroad
gold		6	9 with railroad

road or railroad in plains, grassland, desert	+1
railroad in rivers		+1
trade routes			other civs and continents better
republic/democracy		+1 to every trade square
Colossus Wonder			+1 to every square until Electricity
Courthouse			reduces corruption losses 50%, cost 80, maint $1
Monarchy/Communism and "We love the King Day"


food:
			irrigation	railroad&irrigation
ocean/fish	3
river		2	3		4
grassland	2	3		4
desert/oasis	3	4		6
forest/game	3			railroad alone give 4
artic/seals	2			railroad alone give 3

granaries		half time to increase the population


luxuries:

entertainer		+2 luxuries (+1 happy person)
increase trade		trade is split between luxury, tax and science
raise Luxury %		percent of trade used for luxuries
Marketplace		+50% luxuries and taxes, 80, $1
Bank			+50% luxuries and taxes, 120, $3


Tax (money):

taxmen			+2 taxes
increase trade		trade is split between luxury, tax and science
raise tax %		percent of trade taken in taxes
Marketplace		+50% luxuries and taxes, 80, $1
Bank			+50% luxuries and taxes, 120, $3


Science:

scientist		+2 lightbulbs
increase trade		trade is split between luxury, tax and science
raise science %		percent of trade used for knowledge
Library			+50% knowledge, 80, $1
University		total of +100% with existing library, 160, $3
Great Library Wonder	gives any advance that 2 other civs have, 300, expires
						with University
Copernicus's Observitory doubles knowledge in the city, 300, Automobile
Darwin's Voyage		gives 2 civilization advances, 300
Newton's College	+50% to Lib and Univ, 400, Nuclear Fission
SETI Program		+50% knowledge, 600


Population:

increase food
Granary 		half time to increase population, 60, $1
Aqueduct		cannot grow beyond 10 without it!, 120, $2
We love the king day & Republic or Democracy - grow 1 pop point per turn as
			long as the city is producing extra food

Happiness:

Basic content people:  Emperor 2, King 3, Prince 4, Warlord 5, Chieften 6
Luxuries		2 per person, content->happy or unhappy->content
Temples			1 U->C, cost 40, maint $1 (mysticism +1)(Oracle 2x)
Cathedrals		4 unhappy->content, cost 160, maint $3
Colosseums		3 unhappy->content, cost 100, maint $4
military		1 per person unhappy->content if not republic/democracy

Hanging Gardens		+1 happy citizen, 300, expires with Invention
Oracle			2x Temple bonus, 300, expires with Religion
J.S.Bach's Cathedral	2 unhappy->content on continent, 400
Michelangelo's Chapel	Cathedral does 6 happy improvements until Communism, 300
Shakespeare's Theatre	all unhappy->content in city, 400, until Electronics
Cure for Cancer		+1 happy citizen, 600
Woman's Sufferage	Units away from home city cause less unhappiness, 600

Misc:

Barracks		veteran units, obsolete with gunpowder and combustion
Mass Transit		population does not add to pollution, 160, $4
Palace			New palace, 200
Recycling Center	reduces pollution by 2/3, 200, $2
SDI Defense		defends city from nuclear attack, 200, $4

Lighthouse		+1 to sea movement, 200, expires after Magnetism
Great Wall		Always offered peace, 300, expires with Gunpowder
Pyramids		Any government, any time, 300, expires with Communism
Magellan's Expedition	+1 to sea movement, 400, no expiration
Apollo Program		Allows space ships for all, 600
Manhattan Project	Allows nuclear weapons for all, 600
United Nations		Always offered peace, 600