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1 Table of Contents Chapter 1: In the Beginning ........................ .......2 INTRODUCTION ......................................................................... 2 THE CIVILOPEDIA...................................................................... 2 SYSTEM REQUIREMENTS.........................................................3 INST ALLATIO N ............. .............................................................. 4 STA RTING A GAME ...................................................................6 SAVING AND LOADING A GAME .............................................. 8 Chapter 2: The Game .................... ............ .......10 COLONIZA TION TURN STRUCTURE .......................... ............10 THE INTERFACE .......................... .............. ............................10 TERRAIN ..................................................................... ............16 UNITS.......................................................................................17 COMBA T ..................................................................... ............26 SETTLEMENTS ..................................................................... ...30 THE SETTLEMENT SCREEN ......................... ..........................31 CULTURAL BORDERS ............................................................ 37 GOODS AND TRADE ...............................................................38 THE INFORMA TION SCREENS............................................. ...43 EUROPE..................................................................... ..............45 PIONEERS ................................................................... ............49 DIPLOMA CY ............................................................................51 THE FOUNDING FATHERS.......................................................52 REBEL SENTIMENT................................................... ..............54 REVOLUTION AND VICTORY ...................................................55 Chapter 3: Multiplayer Colonization........... ..... 57 Credits .............................................................. 59 Warranty ..........................................................62 Customer Support ................. ........................... 65 Important Health Warning About Playing Video Games Photosensitive Seizures A very small percentage of people may experience a s eizure when exposed to certain visual images, including ashing lights or patterns that may appear in video games. Even people who have no history of seizures or epilepsy may have an undiagnosed condition that can cause these “photosensitive epileptic seizures” while watching video games. These seizures may have a variety of symptoms, including lightheadedness, altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation, confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or striking nearby objects. Immediately stop playing and consult a doctor if y ou experience any of these symptoms. Parents should watch for or ask their children about the above symptoms—children and teenagers are more likely than adults to experience these seizures. The risk of photosensitive epileptic seizures may be reduced by taking the following precautions: Sit farther from the screen; use a smaller screen; play in a well-lit room; and do not play when you are drowsy or fatigued. If you or any of your relatives have a history of seizures or epilepsy, consult a doctor before playing. VIOLENCE bAd LANguAgE FEAR SEXUAL CONTENT DRUGS DISCRI MINATION GAMBLI NG PEGI ratings and guidance applicable within PEGI markets only. What is the PEGI System? The PEGI age-rating system protects minors from games unsuitable for their particular age group. PLEASE NOTE it is not a guide to gaming difculty. Comprising two parts, PEGI allows parents and those purchasing games for children to make an informed choice appropriate to the age of the intended player. The rst part is an age rating: The second is icons indicating the type of content in the game. Depending on the game, there may be a number of such icons. The age-rating of the game reects the intensity of this content. The icons are: For further information visit http://www.pegi.inf o and pegionline.eu

Transcript of Civcol Gfw Man Eng

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1

Table of ContentsChapter 1: In the Beginning ...............................2

INTRODUCTION ......................................................................... 2

THE CIVILOPEDIA ......................................................................2

SYSTEM REQUIREMENTS.........................................................3

INSTALLATION ...........................................................................4

STARTING A GAME ...................................................................6

SAVING AND LOADING A GAME .............................................. 8

Chapter 2: The Game .......................................10

COLONIZATION TURN STRUCTURE ......................................10

THE INTERFACE ....................................................................10

TERRAIN .................................................................................16

UNITS.......................................................................................17

COMBAT .................................................................................26

SETTLEMENTS ........................................................................30

THE SETTLEMENT SCREEN ...................................................31

CULTURAL BORDERS ............................................................37

GOODS AND TRADE ...............................................................38

THE INFORMATION SCREENS ................................................43

EUROPE ...................................................................................45

PIONEERS ...............................................................................49

DIPLOMACY ............................................................................51

THE FOUNDING FATHERS.......................................................52

REBEL SENTIMENT.................................................................54

REVOLUTION AND VICTORY ...................................................55

Chapter 3: Multiplayer Colonization................57Credits ..............................................................59Warranty ..........................................................62Customer Support ............................................65

Important Health Warning About Playing Video Games

Photosensitive Seizures

A very small percentage of people may experience a seizure when exposed to certainvisual images, including ashing lights or patterns that may appear in video games.Even people who have no history of seizures or epilepsy may have an undiagnosedcondition that can cause these “photosensitive epileptic seizures” while watchingvideo games.

These seizures may have a variety of symptoms, including lightheadedness,altered vision, eye or face twitching, jerking or shaking of arms or legs, disorientation,confusion, or momentary loss of awareness. Seizures may also cause loss of consciousness or convulsions that can lead to injury from falling down or strikingnearby objects.

Immediately stop playing and consult a doctor if you experience any of thesesymptoms. Parents should watch for or ask their children about the abovesymptoms—children and teenagers are more likely than adults to experience theseseizures. The risk of photosensitive epileptic seizures may be reduced by takingthe following precautions: Sit farther from the screen; use a smaller screen; playin a well-lit room; and do not play when you are drowsy or fatigued.

If you or any of your relatives have a history of seizures or epilepsy, consult a doctor 

before playing.

VIOLENCE bAd

LANguAgE

FEAR SEXUAL

CONTENT

DRUGS DISCRIMINATION GAMBLING

PEGI ratings and guidance applicable within PEGI markets only.

What is the PEGI System?

The PEGI age-rating system protects minors from games unsuitable for their particular age group. PLEASE NOTE it is not a guide to gaming difculty. Comprising two parts,PEGI allows parents and those purchasing games for children to make an informedchoice appropriate to the age of the intended player. The rst part is an age rating:

The second is icons indicating the type of content in the game. Depending on thegame, there may be a number of such icons. The age-rating of the game reects theintensity of this content. The icons are:

For further information visit http://www.pegi.info and pegionline.eu

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INSTALLATION

PRIOR TO INSTALLING THE GAMEBeore attempting to install Sid Meier’s Civilization IV: Colonization, please veriy

 that your computer meets the minimum requirements listed above.

We also recommend that you prepare your hard drive or installation by running 

ScanDisk and Disk Deragmenter prior to installation. These utilities are parto Windows® and can identiy and resolve problems with your disk drive whichcould hinder installation and/or playing o the game. To launch these programs and optimize your hard disk drive:

1. Open “My Computer.”

2. Right-click the disk drive you wish to install the game onto (usually C:).

3. Click on “Properties.”

4. Select the “Tools” tab.

5. Click “Check Now” to launch ScanDisk.

When ScanDisk has completed, ollow steps 1-3 and click “Deragment Now” tolaunch Disk Deragmenter.

Note the Disk Deragmenter can take a long time so it’s a good idea to start DiskDeragmenter and let it run overnight. 

INSTALLING THE GAMETo install Civilization IV: Colonization:

1. Insert the Sid Meier’s Civilization IV: Colonization disc into your CD-ROM Drive.

2. I Autoplay is enabled on your system, a window will appear, giving you theoption to Install the game. I nothing happens when you insert the CD into thedrive, you will need to open “My Computer”, double-click your CD-ROM driveletter, then double-click Setup.exe.

3. Once the setup process begins, ollow the on-screen prompts to install the game.

Note: Advanced users can choose “Custom Install” to customize the installation path.

RUNNING THE GAMEAter the installation process completes, select “Play” rom the autoplay menu.The Colonization disc must be in the drive in order to play the game.

Alternatively you may launch Sid Meier’s Civilization IV: Colonization as ollows:

Windows XP/2000 UsersTo launch Sid Meier’s Civilization IV: Colonization, do the ollowing:

1. Click on Start to access the Start Menu.

2. Select Programs to view all o your installed programs.

3. Select Firaxis Games.4. Choose Sid Meier’s Civilization IV: Colonization.

A desktop shortcut will also be installed on your desktop to launch Sid Meier’s

Civilization IV: Colonization.

Vista UsersTo launch Sid Meier’s Civilization IV: Colonization, do the ollowing:

1. Open the Games Explorer.

2. Double-click on Sid Meier’s Civilization IV: Colonization.

USER PERMISSION You must have administrative privileges on your computer to install Civilization

IV: Colonization.

DIRECT-X® DETECTION/INSTALLATIONDuring the installation o  Civilization IV: Colonization, your system will be scanned

 to determine whether you have installed the DirectX® version contained on the Sid Meier’s Civilization IV: Colonization disk. I you have not, the installation willautomatically update your version o DirectX®.

 THE TUTORIAL The tutorial is designed to teach the novice player how to play Colonization.

We seriously suggest that you check it out, especially i you’re new to the worldo Civilization. 

The tutorial begins automatically when you start a game. When the rst tutorialscreen appears, you’ll be given the option to disable the tutorial i you wish.Otherwise you can manually disable/enable the tutorial rom the “Options”screen (press ESC).

FAMILY SETTINGSFamily Settings in Games or Windows – LIVE complement Windows Vista®parental controls. Manage your child’s access and experience with easy and

fexible tools. For more inormation, go to www.gamesforwindows.com/live/familysettings.

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STARTING A GAMETo play Sid Meier’s Civilization IV Colonization you must rst install the gameon your computer’s hard drive. See above or installation instructions. OnceColonization is installed, you are ready to play.

To begin a game, insert the Colonization CD into your computer’s CD-ROM drive.Then double-click on the Colonization icon on your desktop, or navigate to the olderwhere you installed the game and double-click on the program’s “executable,” whichis titled “Colonization.exe.” Windows Vista users can run Colonization rom theGames Explorer. The game should begin immediately.

 THE MAIN MENUOnce the opening sequence is complete, you will be at the Main Menu screen.This screen gives you the ollowing options:

Single Player: Click on this button to begin a standard “solo” game o Colonization – just you against the computer. Click here also to resume a savedsingle-player game. Upon clicking here you are taken to the “Single Player GameMenu” (see below).

Multiplayer: Click on this button to begin a “multiplayer” game o Colonization. See the “Multiplayer Games” section o this manual or details.

 View Hall of Fame: Takes you to the Colonization Hall o Fame. Soon your ownexploits will be recorded here!

Civilopedia: Takes you to the in-game “Civilopedia.”

Advanced: Takes you to the “Advanced Menu.”

Exit Game: Click here to exit the program and return to your desktop.

 THE SINGLE PLAYER GAME MENU You come to this screen when you click on the “Single Player” button on the“Main Menu.” This screen contains the ollowing buttons:

Play Now!: Click on this to begin a new single player game. Once you do so youwill begin the “Game Options” sequence, where you will design the world in whichyou will play.

Load Game: Click this button to load a previously-saved game o Colonization.See “Saving and Loading a Game” or details.

Play a Scenario: Click this button to play a Colonization scenario.

Custom Game: Click here to “customize” your game.

Custom Scenario: Click here to load a custom scenario.

Go Back: Click on this to return to the Main Menu.

GAME OPTIONSAter clicking “Play Now!” (see above), you’ll need to make several decisionsabout the kind o game you wish to play.

SELECT A NATION AND LEADER On this page you can select a nation to play (or you can choose “Random” andplay with a random nation and leader). Each nation has its own special strengthsand weaknesses; check out the in-game Civilopedia or details.

Once you’ve chosen a nation, that nation’s leaders will appear on the screen.Leaders have specic “traits” that provide bonuses during play (see theCivilopedia or descriptions o each trait). Click on a leader’s portrait to choose

 that leader.

Once you’ve chosen your leader (or picked “Random” or your civilization), click“OK” to proceed.

Select a Map You have two map styles to choose rom: “A New World,” and “Caribbean.” Therst creates a large continent stretching rom the north to the south pole o 

 the world, while the second creates a world o islands, with perhaps one or twodominating landmasses. (You can also choose rom a variety o pre-made mapsby selecting the “Play a Scenario” option on the Main Menu.)

Once you’ve made your choice, click “OK” to continue.

World Size, Difculty and Game SpeedThis screen allows you to set the size o the game-world, rom “Tiny” to “Huge”.

 You can also set the diculty o the game, with “Pilgrim” being the easiest, and“Revolutionary” being the most dicult. We recommend that you play your rstew games at the easier levels.

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Finally, you can set the game speed on this page. This setting determines howmany game-turns it takes to construct buildings and units, how much cargo unitscan transport, how ast you accrue wealth, and so orth. We urge you to leave thisat “Normal” or your rst games; ater that, experiment and see what speed youlike best. Click “OK” to move on.

Your Details

This screen allows you to change the name o your leader and your civilization.(We trust you’ll use this eature or good and not or evil.) Click “OK” to start thegame.

 THE CIVILIZATION IV WEB SITEWhere To Find It www.Civilization.com

What It OersThe Civilization website is a valuable resource or detailed game eatures and

 tips, inormation on the various civilizations in the game, developer blogs,community details and much more. The Civilization web site also contains a

section specically dedicated to Colonization.The website also serves as a central destination or the most popular mods andscenarios available or you to download, opening up the world o  Civilization beyond the box. Also check the website or the latest news, patches andinormation about uture Civilization products.

SAVING AND LOADING A GAME

SAVING A GAMETo save a game, hit [Ctrl-S]. This will bring up the “Save Game” screen.(Alternatively, hit [Esc] and then click on “Save Game.”)

Save Game ScreenPress [OK] to save the game in the deault location with the deault name. Youcan rename the save by simply typing in the new name.

LOADING A GAMEAt the Start o the GameClick “Load Game” rather than “Play Now” during the game creation sequence.This will bring up the “Load Game” screen.

During Play To load a game during play, type [Ctrl-L]. (Alternatively, hit [Esc] and then click on“Load Game.”) This will bring up the “Load Game” screen.

Load Game ScreenOnce on the Load Game screen, click on the name o the game you wish to loadand then click [OK].

Saved Game LocationsGames are saved in two locations: single games are saved in “My Documents\MyGames\Sid Meier’s Civilization IV Colonization\Saves\single” multiplayer games

are saved in “My Documents\My Games\Sid Meier’s Civilization IV Colonization\ Saves\multi” The “single” and “multi” olders will contain sub-olders holding thespecial “auto” and “quick” saves.

SPECIAL SAVESAuto-SaveThe program automatically saves the game every our turns. To load an auto-saved game, bring up the “Load Game” screen and then open the appropriate“auto” older. Once you’re in the correct older, click on the name o the game youwant to load, and then click [OK].

Quick Save

Press [Shit-F5] to “Quick Save” your game. The game will be automatically savedwithout requiring urther input rom you. Only one game can be quick-saved at a

 time: a uture quick-save will overwrite the current one.

Press [Shit-F8] to load the quick-saved game.

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Chapter 2:

The Game

God will not let us all…

For … our work is good,We hope to plant a nation,

Where none beore hath stood.

– Richard Rich

COLONIZATION TURN STRUCTUREA solo game o Colonization is “turn based:” you take your turn – move yourunits, conduct diplomacy, build and manage your cities, and so orth – then eacho your opponents take their turns, then you take another turn, and so on untilsomebody wins. You can take as long as you want to complete your turn.

Multiplayer games can be played in a variety o ashions. See the Advanced

section o the manual or details.

THE INTERFACE

 THE MAIN SCREENDuring a game o Colonization, you will spend most o your time on the MainScreen. It is here that you move your units, build cities and improvements, launchattacks against your neighbors, and so orth.

The Main Screen has the ollowing elements:

Main MapThis is where the action takes place. The Main Map displays all o your “KnownWorld” – therein you can see your cities, terrain, improvements, resources andunits, and all settlements that are “visible” to you.

NAVIGATING THE MAIN MAP

There are a number o ways that you can change your point o view on the Main Map:

Zoom In and Zoom Out: Use your mouse wheel or press [PageUp] and[PageDown] to zoom in and out on the Main Map.

Scroll: Move your cursor to the edge o the screen to scroll the Main Map in thatdirection. You can also scroll using the arrow keys.

Re-Center: Click on a space on the Main Map to center the Main Map on that space.

Change Viewing Angle: Press [Crtl-Let Arrow] and [Ctrl-Right Arrow] to changeyour viewing angle by 45 degrees.

Auto-Center Upon Unit Activation: When a unit becomes “active” during your turn the Main Map automatically centers upon that unit.

Manually Center Upon Active Unit: Press [C] or the middle mouse button tocenter on the current active unit (sometimes necessary ater scrolling aroundduring your turn).

Mini Map: Click on a space on the Mini Map to center the Main Map’s view on that space.

Diplomacy

Event Log

Open Main Menu

Civilopedia

Turn Number/Date

Mini Map

Treasury

End Turn

Unit Action Buttons

Info Screen

 Victory Conditions

Continental Congress

Founding Fathers

Military Advisor

Foreign Advisor

Revolution Advisor

Europe

Domestic Advisor

 Active Unit

Unit Illustration

Unit Status Box

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Mini Map

The Mini-Map is a much smaller representation o the world. As described above,you can re-center the Main Map by clicking on a location in the Mini Map.

BUTTONS SURROUNDING THE MINI-MAP

There are a number o buttons along the Mini Map; these allow you to

manipulate what is displayed on the Main Map. These buttons “toggle” – clickonce to turn on a display, click again to turn it o.

Scores Display: This hides/reveals the scores display o all o the known coloniesand natives.

 Yields Display: This displays the goods “yields” o each tile. Goods include Food,Lumber, Ore, Sugar, Tobacco, Cotton, etc.

Globe View: This provides a “high-level” view o the known world. While in GlobeView, this area displays buttons which allow you to see all known resources on

 the map, show the cultural power o the settlements and villages, and displayenemy units. The “Lines and Signs” buttons allows you to mark the map with ino

 that ellow team-members can see (multiplayer game only).

Resource Display: This highlights all “resources” on the Main Map.Bare Map: This hides all units on the Main Map.

Show Tiles: This places a visible grid atop the tiles on the Main Map.

Enemy Unit Display: This highlights all visible enemy units on the map.

Gold: This shows how much gold is in your treasury.

End Turn ButtonClick on this button to end your current turn.

Unit Order Box

When a unit is “active,” this displays its available “action icons.” Roll your cursor

over an action icon to learn more about the action. Click on an icon to order theunit to perorm the action.

Unit Status BoxThe “Status Box” displays inormation about thecurrently active unit.

 TOP ROW BUTTONS

Enter Diplomacy Click on this to enter diplomacy.

Event LogThis keeps track o various occurrences in the game. See the section o themanual on the Event Log or details.

Open Main MenuClick on this to open the Main Menu, which allows you to save and load games,change game settings, quit the game, and so orth.

Toggle Scores Display

Toggle Yield Display

Globe View

Toggle Show All Resources Display

Toggle Bare Map

Toggle Show Tiles

Toggle Enemy Units Display

Gold

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CivilopediaClick on this to open the in-game Civilopedia.

Turn and DateThis shows the current game turn and date.

Domestic Advisor 

Click to get an overview o your various settlements – their population, what theyare constructing, and so orth.

EuropeClick to go to Europe to load/unload goods rom your ships and to recruit newcitizens or your young colony.

Revolution Advisor This screen shows revolution-related ino: the size o your military and theMother Country’s military, your people’s willingness to revolt, and so orth. It’son this screen that you’ll eventually trigger the revolution to bring about the nalclimactic battle or independence.

Foreign Advisor 

Click to open the Foreign Advisor screen and learn about your relations withother world leaders.

Military Advisor Click to check the status o your colony’s military, and to check up on youropponents’ militaries, as well.

Founding FathersClick to open the Founding Fathers screen. See later in the manual or detailsabout these critically important people.

Continental CongressThis screen shows the Founding Fathers that have decided to join your side.

Victory This screen displays the victory requirements or the game. You can also click abutton on this screen to display the current game settings (diculty level, mapspecs, etc.).

Ino ScreenClick to see some useul ino on your progress.

LEADER LIST This list shows all leaders currently known to you. Click on aname to open diplomatic discussions (or declare war) with

 that leader. (This list is “o” by deault. Click on “ToggleScores Display” by the Mini-Map to make it visible.)

 THE KEYBOARDThe keyboard contains a number o “shortcut keys” which allow you to perormvarious unctions at the stroke o a button (or buttons). I your keyboard isequipped with a number pad, even better. The number pad controls unitmovement, among other things. Shortcut keys are listed throughout the manual.

 THE MOUSEColonization plays best when you use a combination o keystrokes and mouse-clicks to control the game. We highly recommend that you use a mouse with twobuttons and a scrolling wheel when playing.

TERRAINBeing thus arrived in a good harbor, and brought sae to land, they ell upon their 

knees and blessed the God o Heaven, who had brought them over the vast and

urious ocean, and delivered them rom all the perils and miseries thereo, again

to set their eet on the rm and stable earth, their proper element.

– William Bradord

OVERVIEWIn Colonization, the world is made up o land and sea “tiles” (also known as“squares”). Press the “Show Tiles” button on the Mini Map to make this clearer.Each square has a number o classications, including height, terrain type,eatures, resources, and bordering. Thus you might have a jungle square atop a

hill adjacent to a river with the tobacco resource, or a simple grassland square,or anything in-between.

These elements help determine the useulness o the square as a place to build asettlement, as well as how easy or dicult it is to move through the square. And asquare’s terrain may have important eects on any combat taking place there.

[Rollover] a square to see what kind it is: ino about that square will appear in the“Unit Status” box.

LAND OR SEAAll squares are either land or sea squares. Sea units cannot enter land spaces(except or coastal cities), and land units cannot enter sea squares, unless theyare carried aboard “transport vessels” (see page 25).

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 TERRAIN CHARACTERISTICSEach square has a number o characteristics:

Movement Point (mp) Cost : This determines how quickly units can move in thatsquare. A square may cost 1, 2 or more spaces to enter, and some are impassable.(Note to Civ IV players: mountains are NOT impassable to land units!)

Defensive Bonus: These are combat bonuses many units receive when they are

attacked while in a space.Productivity: Productivity determines how useul a space is to a settlementbuilt on or near to that space. Depending upon its characteristics, each spacecan provide a variety o commodities to a settlement built on or next to thatspace. The exact type and number o commodity provided is determined by the

 terrain type, the colonist “working” the space, and the buildings that have beenconstructed in the settlement.

PeaksPeaks are tall mountains. You cannot orm a settlement on a peak. (Note: Unlikein Civilization IV, units can enter and work peak spaces.)

RiversRivers run alongside land squares, not in them. Rivers increase the deender’scombat strength when the target is on the other side o the river. Rivers improveadjacent squares’ commodity production, and also negate the movement bonusrom roads.

Sea SquaresIt is critical that at least one o your settlements be constructed adjacent to a seasquare; otherwise it will be impossible or you to ship goods back to Europe orsale. Once you’ve built Docks, sea squares are also excellent sources o ood orcoastal settlements. Unsurprisingly, land units cannot enter sea squares (unless

 they are being transported by ships).

ResourcesThe land and sea are lled with various “resources” which represent locationswhere a particular good is especially abundant. During a game, you will want tobuild your cities on or near to resources so that they can take advantage o thebounty. See the Civilopedia or details.

UNITS

I I were an American, as I am an Englishman, while a oreign troop was landed

in my country, I never would lay down my arms – never – never – never! You

cannot conquer America.

– William Pitt, Earl o Chatham

In the typical game o Colonization you can expect to interact with dozens o  units. Units come in a variety o types, each with dierent unctions in the game.

UNIT TYPESUnits have a variety o dierent unctionsand abilities based on their type.

ColonistsColonists are the basic unit used to createand populate settlements in the NewWorld. The colonist category includes

 the Free Colonist, Indentured Servant,Petty Criminal and Converted Native.When outside o a colony these units candeend themselves, but at a low chance o success. When inside o a colony, they can

 take up any proession: they can harvestraw materials, create manuactured goods, and even take up arms to deend theirsettlement. Converted Natives cannot be converted to the Soldier proession.

SpecialistsCertain Colonists are also “Specialists.” Specialist units are those whose namesstart with “Expert” or “Master” (the Elder Statesman, Hardy Pioneer, FirebrandPreacher, Jesuit Missionary, Seasoned Scout and Veteran Soldier also all into

 this category). Specialists unction in exactly the same manner as Colonists, withone added exception – when assigned to the proession at which they excel, theywill provide a signicant bonus. An Expert Ore Miner, or example, when assigned

 to the Ore Miner proession, creates double the amount o ore that any non-expert would in the same circumstances.

When assigned to the Soldier or Dragoon proessions, a Veteran Soldier earnsdouble the normal experience points.

When assigned to any job other than the one at which they excel, they perorm at the same rate as a Free Colonist.

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Inanimate units – cannons, ships and wagon trains – are not assigned toproessions: they always have their original base combat strength (“3” or cannonand “0” or wagon trains, or example).

ACQUIRING UNITSGenerally, you will acquire the bulk o your units rom Europe, either randomlyrom immigration (which is ree), or by recruiting them (which costs you gold).

 You may also gain units rom missions you’ve established in native settlements(or by attacking and razing native settlements). Finally, you may construct a ew“inanimate” units in your settlements. This is an important dierence betweenColonization and other Civ games, where you get the vast bulk o your orces bybuilding them in your cities.

Game Start At the start o the game, you will receive a ree ship, a colonist and a Soldier. I you lost these starting units beore you’ve constructed a Settlement and acquiredsome gold, your king will generously oer to give you new ones – in exchange ora tax increase.

Immigration You can attract immigrants to your colony by getting your settlements to generate“crosses” (these basically represent a colony’s religious ervor). Each colonyautomatically generates a minimum number o crosses; you can increase this byconstructing religious buildings and by employing preachers in those buildings.

The number o crosses required to generate an immigrant increases over time. You can see how many crosses your colony is generating and how long until thenext arrives on the “Europe” screen (see the section on “Europe” or details).

New immigrants arrive on the docks in Europe; all you need to do is send avessel to Europe to pick them up. The specic kind o immigrant you receive isdetermined at random.

 You needn’t immediately transport all o the immigrants who seek a resh start in

 the New World: they’ll wait patiently on the docks or as long as it takes or you toget to them.

Hurrying Immigration: You may also “hurry” an immigrant’s arrival by expending gold. See the Europe section or details.

FoodWhen you accumulate 200 ood (at Standard game speed) in a settlement, theood will disappear and a new “Free Colonist” will appear in its place. Note thatyou don’t need a warehouse to accumulate over 100 ood, though you do need awarehouse to store over 100 o any other commodity.

Combat UnitsCombat units are divided into

 two types – citizen units andinanimate units. Any colonistor specialist can be assigned

 to be a Soldier, Dragoon, orScout (though Veteran Soldiersand Seasoned Scouts areparticularly adept at theseproessions). The base combatstrength o the units dependsupon the quality and experienceo the colonist/soldier.

Inanimate combat units include the Cannon and ships such as the Ship o theLine, the Frigate and the Man-o-War. These powerul combat units must alwaysremain on the main game map, can never change proessions, and always have

 the same base combat strength.

Great GeneralThe “Great General” unit appears when you have won a number o victories withyour units. A Great General will appear in one o your settlements and can beattached to lead one o your units, giving that unit special upgrades, and granting all the units in a single stack a massive experience upgrade.

Transport UnitsThese include “Wagon Trains,” which can transport goods overland, and certainnaval vessels which are able to carry goods on water. (Some naval transports arealso combat units, by the way.)

UNIT STATISTICSAll units in the game have two primary statistics: movement speed and

combat strength.Movement SpeedA unit’s movement speed determines how quickly the unit can move around themap. Moving across tiles with the road improvement costs ewer movement points,while crossing tiles with orests, hills or rivers cost added movement points.

Combat StrengthAll units that are outside o a settlement are able to engage in combat, but acolonial unit’s combat strength is determined by its “proession.” Citizen units –Colonists, Experts, Masters, etc. which normally have a combat strength o two– all have their combat strength increased i they are assigned to the “Soldier” or“Dragoon” proession (i you have the necessary weapons and horses available).

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Constructing Units in SettlementsThe only units that can be constructed in settlements are ships and cannon,which require signicant inrastructure beore you can hope to create them at areasonable pace, and wagon trains, which can be built as soon as you constructyour colony.

To build ships, rst you must construct a Drydock or Shipyard. You will also

need a source o lumber – hopeully a Lumberjack – and a unit assigned to theCarpenter proession. Cannon require that you construct an Armory (or better),and that you have a certain number o Tools in your settlement.

More ino on settlements and constructing units in them can be ound in the“Settlement” section o the manual and Civilopedia.

SELECTING UNITSA unit must be “selected” to do anything Aselected unit is indicated by a moving circle at

 the its base. During your turn, the computerwill select each unit one by one, until youhave given all o your units orders. However,

 the computer will not select units that are“ortied,” “asleep,” are being transported byother units or are in the middle o carrying outprevious orders – such as “explore,” “heal,”or “go to.” See below or descriptions o theseand other orders. Once a unit has used up allo its movement points it can do nothing else during that turn.

 You can select any unit by clicking on it, even i that unit is in the middle o carrying out other orders.

MOVING YOUR UNITSEach unit in the game has a certain number o “movement points” it may expend

each turn to move about on the map. Most land units have one or two points,while naval units may have up to our points.

Depending upon the terrain in the space the unit wishes to move into, the unitwill expend one or more points to enter an adjacent space. A unit can alwaysmove one space i it has any movement points let.

RoadsRoads are created by Pioneers. They reduce the movement costs o all terrain;all spaces cost ½ mp to enter. This benet occurs only when a unit is moving rom one road square to another, and only when the square is not within a hostilecolony’s borders.

Rivers negate the eects o roads.

Buying Units rom EuropeUnits can also be purchased rom the Europe Screen. Press the “Purchase”button to see a menu containing all o the available units, as well as how much

 they cost. The price o units increases as you purchase them. You’ll need toprovide ships to transport land units back to the New World, but ships can make

 the journey on their own. See the Europe Screen or details.

Converted Natives You can establish a “Mission” in a native settlementby sending a Missionary to the village and pressing 

 the “Establish Mission” button. You cannot establisha mission in a village i another colony rom thesame nation has already done so (only occurs during multiplayer games). Note that i the natives o thevillage go to war with you, your mission is destroyed(though you can reestablish it there once you’ve madepeace with the natives).

Once established, the Mission will rom time to timecreate “Converted Native” units in the village, which

are yours to do with as you please.Converted Natives receive a bonus when assigned togenerate raw materials or horses, and a penalty whencreating manuactured goods.

Capturing UnitsWhen you attack an enemy European settlement, you’ll need to ght all o thecombat units outside o the settlement, plus one or more o the units inside thesettlement. I you succeed, you’ll capture all surviving non-combat units in thespace. You can also capture native units in a similar ashion when you attacknative villages.

 You may capture enemy units outside o a settlement, but only i there are more

 than one o them. At least one unit will ght you and i you win you’ll capture anyother non-combat units in the space.

The only exceptions are the wagon train and the treasure unit, which have zerocombat strength. When you attack these units, you automatically capture them.

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UNIT ORDERSMost o the time, you’ll be ordering a unit to move or attack. Both areaccomplished in the same ashion: you right-click on the location you want theunit to move to (or attack), or you use the number pad to order the movement/attack. However, sometimes various special “orders” will be available to a unit.These might include “ortiy,” “construct a road here,” “unload your cargo here,”

“stay at this location until you heal,” and so orth.When a unit is selected, the orders available to it at that moment are displayedin the unit’s “order box” (see the section on the Main Screen, above). To give aunit an order, click on the appropriate icon in the order box (many orders havekeyboard shortcuts, as well).

Check on a unit’s Civilopedia entry to nd out what a unit can do.

Order BoxFollowing is a list o common unit orders.

Delete the Unit: Remove the unit rom play.

Go To Mode: Order the unit to move to a square.

All Units Go To: Order all units in the square to move to a square.

All Units of the Same Type Go To: Order all units o the same type in the square to move to a square.

Explore: Order the unit to explore unexplored portions o the map. The unit willstop exploring when it can no longer reach any unexplored spaces.

Skip Turn: Order the unit to do nothing or the remainder o the turn.

Fortify: The unit “digs in” to better resist attack. The unit gains a 5% deensivebonus per turn, to a maximum bonus o 25%. The unit will remain ortied untilyou give it new orders.

Sleep: The unit goes inactive. It remains where it is until you activate it. Thisaction is used by units that are ineligible or the “ortiy” action.

Sentry: The unit remains inactive until an enemy unit enters an adjacent square.

Pillage: The unit destroys an improvement in the space it occupies. I there is more than one improvement in the space, the unit will destroy the most valuable. Inother words it would take two actions to destroy both a arm and a road in a space.

Promotions: I a unit has earned a promotion, , a “Promote Unit” icon will appearin the unit’s orders display. Clicking this will allow you to select a promotion oryour unit. See “Promotions” or more details.

Fortify/Sleep Until Healed: An injured unit will ortiy until it has regained all o its combat strength; then it will reactivate.

Join Settlement/Found Settlement: The unit will either join an existing settlement,or i not in a settlement, the unit will create a new settlement at that location.

Where You Can Move Your Units Your land units can move onto any land space. You can move your naval unitsinto any sea spaces and any coastal cities. Naval units can also sail to Europerom any “To Europe” sea space.

How to Move Your UnitsTo move a unit you must make sure that it is “selected” (see above) and it cannot

have used up all o its movement points that turn. You can move an active unitwith your mouse or your keyboard.

MOVING A UNIT WITH YOUR MOUSE

[Right-Click] on the space that you want the active unit to move to. I the unitwill require more than one turn to reach its objective, the unit will go into “GoTo”mode, and it will continue to move each turn until it reaches its objective, it ndsits path blocked, or it encounters a hostile unit.

This naval unit has been given a

“Go To” command. It will take theunit 2 turns to reach the coast.

MOVING A UNIT WITH YOUR KEYBOARD

 You can direct an active unit’s movement with the keyboard. The number pad ispre-congured to move units. You can only move a unit one space at a time with

 the keyboard.

Cultural Borders and Movement When colonies construct settlements (see below), they gain control o the areassurrounding the settlements. The bigger and more cultured the settlement, thelarger area it dominates. Land under a civ’s domination is said to be within its“cultural borders.” The size o a settlement’s cultural borders is determined by its“Liberty Bell” output; see “Cultural Borders” on page 37 or details.

A Colonial unit cannot cross another colony’s cultural borders unless the twocolonies have the “Open Borders” diplomatic agreement. Otherwise, suchmovement is an act o war.

Note that native settlements do not have cultural borders; your units may moveabout them reely. In turn, native units can enter your cultural borders reely,without an Open Borders agreement.

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HOSTILE UNITSUnits are considered “hostile” i their two nations are at war with each other.Otherwise, the units are neutral, and can occupy the same space without combat.

HOW TO ATTACK To attack another unit, order one o your units to enter its space. I that unit is

hostile, combat will ensue immediately. I that unit is neutral, the program asks i you want to attack the unit or move peaceully into its space.

Land units cannot attack naval units; however, certain naval units can “bombard”units in coastal settlements (see the “Naval Combat” section o the manual, below).

COMBAT STRENGTHA unit’s “combat strength” represents its ability to attack enemy units and todeend against enemy attacks. Some units have combat strengths o “0”; theyare unable to attack other units and are automatically captured i attacked byhostile combat units.

DETERMINING THE ODDSBasically, i an attacker and deender have the same (modied) combat strengthat the start o a battle, each has an equal chance o winning the combat. I oneunit is more powerul, it has an increased chance o victory. The greater thedisparity, the greater the odds in avor o the mightier unit.

However, a variety o things can modiy a unit’s strength during a combat. Theseinclude injuries sustained in previous combats and a unit’s “promotions,” as wellas the terrain the deender occupies. See the sections on Promotions and Terrainor details

MULTIPLE UNIT COMBAT I a unit is attacking a space containing more than one deender, the computergures out which deending unit has the best odds o deeating the attacker, and

 then those two units ght it out.

COMBAT RESULTSGenerally, the two units battle it out until one or the other is destroyed (butsee “Mounted Unit Withdrawal,” ollowing). I the attacking unit is destroyed,

 the deender maintains possession o the space. Other units belonging to theattacker may then attack that space in turn.

I the deending unit is destroyed and the space is now vacant o military units(soldiers, dragoons, or cannon), the victorious attacking unit will move into thecaptured space. However i other hostile military units remain in the target space,

 they must be destroyed beore the attacker can occupy the space.

When a naval vessel is in a settlement that possesses cargo it can carry, the“Load” button is visible. Pressing that button will bring up a menu displaying allo the settlement’s cargo. Press on a good to put up to 100 units onto the vessel.

In addition to cargo, transport vessels can carry units as well. To load citizensonto your ship, you may move the unit directly into the tile the ship occupies or,when both ship and unit are in the same tile, select the unit you wish to load andclick the “Load” order. See the section on “Europe” or details on loading and

unloading goods and citizens in Europe.

Loading Goods rom the Settlement ScreenThe above sections describe loading/unloading goods rom the Main Screen; youcan load or unload goods while on the Settlement Screen as well. On this screenyou can manually drag the goods to or rom the transport. I you hold the [Shit]key down while dragging, you can speciy the exact number o goods you’reloading or unloading.

Automating Transport UnitsIt’s possible to assign transport units (wagon trains or vessels) to automaticallycarry goods rom one settlement to another. See the section on “Goods andTrade” or more details.

COMBAT

My men, yonder are the Hessians. They were bought or seven pounds and ten

pence a man. Are you worth more? Prove it. Tonight, the American fag foats

rom yonder hill or Molly Stark sleeps a widow!

– John Stark

While battle is important – even critical – to achieving victory in Colonization, it’simportant to remember that  the object o the game is to throw o the shackleso the Mother Country and achieve independence, not to pummel the nativesor competing colonies into paste. There may be important tactical or strategicreasons or going to war with one’s neighbors, but in the end you’ll still need todeeat the Mother Country to win. In other words, don’t needlessly squander yourmilitary in petty squabbles – you’ll really need it one day.

Combat occurs whenever a unit attempts to enter a space occupied by a hostileunit (unless the hostile unit is unable to ght, in which case it is captured). I 

 the deending unit wins, the attacker is destroyed. I the attacking unit wins, thedeending unit is destroyed and the attacker may enter the space i it is nowempty o other hostile combat units.

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CAPTURING SETTLEMENTS You can capture settlements belonging to colonies you are at war with. To do soyou must enter the settlement with a military unit; this usually involves destroying 

 the enemy units deending the settlement. When you capture an enemysettlement you have the option o destroying it or installing a new governor. I youchoose to destroy the settlement, it and everything it contains is done away with.I you choose to install a new governor, the settlement becomes yours.

The colonists inside the captured settlement are yours to command, but their“Rebel Sentiment” (see later) is extremely low. It will rise over time, however, as

 the new citizens become ully assimilated.

Note that you cannot capture native villages; they are automatically destroyedwhen a hostile colonial unit enters them. See “The Natives” later or more details.

SETTLEMENT DEFENSES You can construct orts and ortresses to enhance a settlement’s security; suchbuildings greatly increase the deensive strength o all units inside. And a unit’sstrength is increased by its “Rebel Sentiment” as well (see page 35).

THE SETTLEMENT SCREENTo get to a settlement’s settlement screen, double-click on the settlement on theMain Map. The settlement screen is the most important screen in the game, as itis rom here that you manage your settlement’s goods production.

The settlement screen contains the ollowing areas:

SETTLEMENTS

Whoever desires to ound a state and give it laws, must start with assuming that

all men are bad and ever ready to display their vicious nature, whenever they 

may nd occasion or it.

– Niccolo Machiavelli

Settlements are vital to your success. They are the building-blocks o your colony.Settlements are similar to cities in Civ IV, but as you will see there are some quiteimportant dierences.

BUILDING SETTLEMENTSSettlements may be built by any colonist unit (in other words, by pretty much anyunit except or cannon, wagon trains, and ships). I the colonist is in a locationwhere a settlement can be built (see next), the “build settlement” action willappear in the colonist’s action box. Simply click on the action button and newsettlement will appear.

The colonial unit becomes the new settlement’s rst citizen, and he or she can beimmediately put to work. See below or more details on colonists working in cities.

WHERE TO BUILD SETTLEMENTSIn general, you should construct your settlements in places where there’s avariety o terrain and resources, with access to plenty o ood. It’s useul to be ona river, as well. See the “Settlement” concept entry in the Civilopedia or moresuggestions.

Important: It is critical that your rst settlement be on the coast, so that youcan use your ships to transport goods and personnel to and rom Europe! Latersettlements can be inland, but at least one must be on the coast until your

colony is sel-sucient!

 Avoid Growth

Turns TillGrowth

ProductionOutput

Liberty BellOutput

BuildingDisplay

RebelSentiment

Previous City City Name/Size Next City

Exit

City Defenses

Education Level

Crosses

Construction

Terrain Display

Map button

Build button

Governor button

UnderConstruction

Transport

Garrison

Goods

Display

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 TERRAIN WINDOWIn the upper-right o the settlement screen is the Terrain Window. Here yoursettlement and the eight tiles surrounding your settlement can be seen. You canassign units to work the eight surrounding tiles by dragging and dropping themon the desired tile.

Remember that you do not have to assign a unit to work the settlement’s tile

itsel (in act you can’t do so): the settlement gets that tile’s output automatically.

This settlement has 10 coats on hand at present.

It is manufacturing 6 each turn. Coats are

 selling in Europe for 11 gold each; they can be

 purchased there for 12 gold.

ASSIGNING COLONISTS TO JOBSWhen a colonist is added to a settlement, the program automatically assigns that

colonist to a job – either in the Terrain Window, producing goods, or inside theBuilding Display, working in one o the settlement’s buildings. As circumstanceschange, the program will move those citizens as it deems best.

 You can change a colonist’s job by dragging him or her to a dierent space in the Terrain Window or Building Display. When you do so, a popup might appear i several dierent jobs are available at a location. Alternatively, you can double-clickon a colonist, bringing up a popup menu showing available jobs in that colony.

Once you have moved a colonist to a new job, that colonist is “locked in” to that job, and the program will not reassign that colonist thereater. It’s a good idea tocheck your settlements occasionally to ensure that all o the workers are being productive; you don’t want to have a colonist “locked” into a job manuacturing cigars in a city that’s no longer got any tobacco, or example. When a specialist is

added to a city, the city will automatically place the specialist in the plot/building where he can best utilize his specialty – unless a non-specialist is locked into

 that slot…

The “Turn o Citizen Automation” button locks all colonists in the city into theircurrent roles; the “Turn on Citizen Automation” button unlocks all citizens,allowing the program to reassign the colonists as it sees best.

The colonist is generating 3 Tools per turn at the Blacksmith’s

House.

BUILDING DISPLAYThe upper-let section o the Settlement Screen is the Building Display. Hereyou can see all the buildings your settlement currently contains as well aswhich o your citizens are working within them and how much o a specic good

 they are generating.

When a settlement is rst constructed, it is supplied with a Town Hall anda set o basic production acilities – Blacksmith’s House, Weaver’s House,Carpenter’s Shop, and so orth. Up to three colonists can be assigned to theTown Hall, while the other entry-level buildings can have one colonist working 

 there. Many o these buildings can be upgraded, becoming more eective at

producing goods and allowing more colonists to work in them (the Town Hallcannot be upgraded, however).

This settlement is producing a goodly amount of food each turn,

 plus valuable silver and fur pelts!

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CULTURAL BORDERS

Oh or a lodge in some vast wilderness,

Some boundless contiguity o shade,

Where rumor o oppression and deceit,

O unsuccessul or successul war,

Might never reach me more.

– William Cowper

 Your colony’s cultural borders will appear once you have created your rstsettlement. Within these borders lies the territory dominated by your settlements.As your cultural power increases, your borders will grow.

Cultural StrengthThe size o a colony’s cultural borders is determined by the “Liberty Bells” eacho its settlements produces. To increase your colony’s cultural strength, you canconstruct Printing Presses and Newspapers. You can also assign colonists to

 the settlements’ Town Halls. The Elder Statesmen are especially procient atproducing Liberty Bells when assigned to work a Town Hall.

Crossing BordersEuropean units cannot cross another colony’s border without having an “OpenBorders” diplomatic agreement with that civ – or they must declare war against

 that civilization to enter.

The “Hurry Construction” Button

Hurrying ConstructionPress on the “Hurry Construction” button to pay gold to immediately completeconstruction o the current building or unit. (This includes the cost o any toolsor lumber it may need to purchase to complete production.) Place your cursorover the button to see how much it would cost to hurry the item. I the button isgreyed-out, you can’t aord to hurry its construction.

SETTLEMENT WORK AREA (RADIUS)A settlement’s population can work only the eight tiles directly adjacent to thesettlement’s tile. This work area will never increase, even i the settlement’scultural borders expand. Note that this is a dierence between this game andCivilization IV. 

Foreign Borders and Settlement Work AreasA nearby civilization’s borders may extend into the squares that would normallybe part o your settlement’s work area (radius). Spaces under oreign control

cannot be worked.

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However, as your wealth grows, so too does the greed o your king, who willrelentlessly tax your prots to ll his coers. Eventually your monarch’s greedwill reach such excessive bounds that trade itsel will become almost protless,at which point it will become necessary or you to declare your colony’sindependence, triggering the inevitable showdown (and end-game). Until then,your job is to make as much money as possible.

The Lie-Cycle o a Good“Raw” goods are harvested by colonists in settlements rom land and sea spaces– the square the settlement occupies and the eight surrounding spaces. Thesettlement automatically harvests raw goods rom the space it occupies, butcolonists need to “work” the adjacent spaces to get goods rom them.

The settlement may consume some o the raw goods it harvests – a certainamount o ood is required to eed the colonists in the settlement, or example,and it can expend wood to construct buildings. The settlement may ship otherraw goods directly to Europe or sale. However, it may also “process” rawmaterials into “manuactured” goods, which can be sold or much higher prices.

To process goods, the settlement must possess the required building, and acolonist assigned to work at that building. For example, a colonist assigned to

work at a “Weaver’s House” can transorm cotton into bolts o cloth, which may then be shipped o to the Mother Country or sale. A processed good may sell or twice as much as the raw material required to manuacture the good.

Note that while any colonist may be assigned to harvest or manuacture anygood, there are specialists at certain tasks, and they are ar more ecient thananyone else at their tasks. Also note that the settlement may need to construct

 the acility needed to process a raw good, and it may be able to construct anadvanced acility that does a much better job at it. Finally, remember that apioneer may “improve” a piece o land, increasing the space’s output o certainraw materials. All o this is discussed in more detail below.

ASSIGNING COLONISTS TO HARVEST AND PROCESS MATERIALSThe mechanics o this process is explained in the “Settlement” section.

Harvesting Raw Materials You can assign a colonist to harvest raw materials rom one o the spacessurrounding the settlement. Generally, each space is capable o producing multiple raw materials; you choose which material the colonist will harvest each

 turn by assigning a proession to the colonist. You can change which materialsare harvested rom the space as oten as you like.

The amount o materials harvested depends on the amount the space canproduce (see the Civilopedia) and the skill o the worker. See below or moredetails on skilled labor.

Remember that only European settlements have borders that other Europeancivs must recognize. European units can wander around native villages withouthaving a treaty with the natives, and the native units will ignore Europeanborders as well.

Settlement ConstructionNo one but you can build a settlement on land inside your borders.

Improvements Your Pioneers build improvements only on squares inside your cultural borders(except or roads, which they can build anywhere).

CLASH OF BORDERSWhen you have a settlement that is near another European colony’s settlement,

 the two will compete or “cultural control” over the squares between them.Generally, i the square is equidistant rom both cities, the settlement with thehighest culture value will have control over it.

CAPTURED CITY BORDERSWhen you capture an enemy settlement, that settlement loses all o its

previously-earned culture and must begin producing culture rom square one.It is not unusual or newly-captured settlements to have control o very ew tilesuntil the conqueror begins producing culture in them. (However, i you recapturea previously owned settlement rom an enemy, the settlement will return to itsprevious cultural level.)

GOODS AND TRADE

Tobacco, divine, rare, superexcellent tobacco, which goes ar beyond all the

panaceas, potable gold, and philosopher’s stones, a sovereign remedy to all

diseases … but as it is commonly abused by most men, which take it as tinkers

do ale, ‘tis a plague, a mischie, a violent purger o goods, lands, health, hellish,devilish and damned tobacco, the ruin and overthrow o body and soul.

– Robert Burton

OVERVIEWAt the most basic level, Colonization is a trade game. You create settlementswhich generate goods, which you then transport or sale to Europe. You use theprots o these sales to expand and improve your settlements, increasing theiroutput o goods or export.

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SETTING UP AUTOMATIC TRADE ROUTESTo increase the ease o commerce around your colony, you can create “traderoutes” and assign transport units to them. To create a trade route, open theSettlement Screen o the settlement you’d like to ship goods rom. Then click on

 the “Governor” Tab, ollowed by “Export,” and then the good you’d like moved.Then go to the receiving settlement’s Governor’s Tab and click “Import” and thesame good. This will create the route.

 You may then select the “Automate Transport” order on any o your transportships or wagon trains and assign them to that route.

Setting up a Trade Route Between Fort Orange and New Amsterdam

Fort Orange is producing furs and tobacco. We

want to order a wagon train to automatically 

 ship the furs and tobacco from Fort Orange to

New Amsterdam (where they’ll be processed

and shipped to Europe).

Step 1: Order Fort Orange to export urs and tobacco.

Go to the Fort Orange settlement screen and click on the Governor button.

Click on “Exports” to open the Import/Export 

menu.

Manuacturing Processed Goods rom Raw MaterialsTo process raw material, you need to assign one or more colonists to work in oneo the associated processing buildings – to process cotton you need to assigna colonist to work in a Weaver’s House, Shop, or Textile Mill, or example (see

 the Civilopedia). Many o the most basic processing buildings are created when the colony is ounded, while some must be constructed – and all o the moreadvanced and ecient buildings must be constructed.

The amount o goods processed depends upon the number and skill o the colonistsassigned to process the goods and the type o processing building available.

Skilled ColonistsAs discussed elsewhere, you may acquire colonists skilled in certain proessions.Such skilled proessionals may emigrate or be recruited rom Europe, whileothers can be trained at native settlements, and yet others you may train yoursel at settlements with schools or universities. Assigning skilled colonists to theappropriate task will greatly increase their output.

Converted natives are very skilled at producing raw materials (rom land or sea).However they are dramatically unsuited at all processing jobs, and will produceless processed material than another unskilled colonist.

Convict colonists are unskilled and surly, and they’ll produce less whenharvesting or processing anything. They make ne soldiers, however.And they may be “educated” in Schoolhouses, Colleges and Universities(see the Civilopedia or details).

STORING GOODSWhen constructed, a settlement can store up to 100 units (at Standard gamespeed) o each type o good – raw and processed. Constructing a warehouse willincrease this to 200 o each good type, and a warehouse expansion will urtherincrease the storage capacity o the settlement to 300 units o each type. (Note

 that a settlement can store any amount o ood, even without a warehouse. Theprevious limits apply to all goods except ood.)

Goods in excess o the settlement’s capacity are lost. (Note that you cannot swapstorage spaces – i you have too much cotton you cannot store the excess inanother good’s space.)

 TRANSPORTING GOODSGoods can be transported on land via the wagon train; they can be transported onsea in a variety o transport vessels. See “Transport Units,” page 24 or details.

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BUYING AND SELLING GOODSIn EuropeSee the next section or details on buying and selling goods in Europe.

From Other Colonies or Native Villages You can trade goods with other colonies or native villages by moving a transportinto one o their settlements and clicking the “trade” button. This brings up the

“Trade Screen,” where you can buy or sell available items at the stated prices.Note that the availability o goods and the prices will vary signicantly romsettlement to settlement. Further, natives and colonies may simply run out o money rom time to time (while “Europe” never does).

THE INFORMATION SCREENSThere are a number o screens to help you keep track o your growing colony and

 the world around you. They can be accessed rom buttons on the Main Screen, orvia shortcut key.

 THE EVENTS LOG – [CTRL + TAB]

This screen keeps track o the events that occur during your game. It alsorecords the results o any combat you’ve engaged in. It also tracks Tutorial text. Inmultiplayer games, the Events Log also logs the chat between players.

 THE DOMESTIC ADVISOR – [F1]The Domestic Advisor provides a list o your settlements and details o each,including: the settlement’s current population, its ood, production, Liberty Bell,and Cross output, its deensive bonus and a whole lot more. You can click on asettlement’s icon to go directly to that settlement’s Settlement Screen.

EUROPE – [F2]The Europe Screen is where you conduct business with and recruit settlers rom

 the Old World. See the next section or details on this very important screen.

REVOLUTION ADVISOR – [F3]This screen displays the size o your military and the amount o weapons andhorses you possess and the size o the King’s Expeditionary orce. It also listsyour current overall revolutionary ervor. Once your colony’s overall ervor reaches50%, you can click on “Start Revolution” to declare your independence rom therepressive Old Country.

Click on the “Export” boxes next to tobacco and fur.

Click “OK” at the bottom of the menu.

Fort Orange is now ready to export tobacco and fur.

Step 2: Order New Amsterdam to Import Tobacco and Fur.

Following the above process, click on the boxes ordering New 

 Amsterdam to import Tobacco and Fur.

Step 3: Assign a Wagon Train to the Trade Route.

When the wagon train is active, click on the “Assign Trade Routes” unit 

action button.

This will bring up a menu of all available

trade routes. Click on the routes you wish

to assign to this wagon train. You can

assign more than one route to a single

wagon train.

The wagon train will automatically transport ur and tobacco rom Fort Orange toNew Amsterdam until it is given new orders.

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EUROPE

Not a place upon earth might be so happy as America. Her situation is remote

rom all the wrangling world, and she has nothing to do but to trade with them.

– Thomas Paine

The Europe Screen is an important location, particularly in the early portions o  the game. On this screen you will conduct trade with the Mother Country, pick upimmigrants, and recruit (purchase) special colonists, military and naval units.

The vessel is in a “To Europe” space.

GETTING TO EUROPEAlong the eastern and western edges o the map may be ound special “ToEurope” sea spaces. When a vessel enters these spaces a popup will appear,asking i you want the vessel to sail to Europe. I so, the vessel immediatelydisappears rom the map, showing up in the “Inbound” portion o the Europescreen. In addition, whenever a vessel is active, a “Sail to Europe” buttonappears in its action buttons. I you click on this the vessel will take the shortestroute to the nearest “To Europe” sea space and thence sail o to Europe.

 You can reach the Europe screen at any time by clicking on the “Europe” buttonat the top o the main screen or by pressing [F2].

 THE FOREIGN ADVISOR – [F4]This screen shows the current diplomatic state o the world. It shows you who isat war with whom, the treaties you have with other civilizations, and so orth. Youcan click on a leader on this screen to open diplomacy with that leader.

 THE MILITARY ADVISOR – [F5]This screen allows you to examine all o the visible military units o onecivilization (including your own). Click on the icon o the leader o the civ whosemilitary units you want to examine and the visible units will appear in the list on

 the let and the map on the right. Click on the drop-down “Sort” menu on theupper-let edge o the screen to change how the units are displayed.

 THE FOUNDING FATHERS – [F6]This screen displays all o the Founding Fathers in the game. It shows whatbenets the Father provides, how many points are needed to recruit that ather,and so orth. See the section on the Founding Fathers or more details.

CONTINENTAL CONGRESS – F7This screen displays the ounding athers that you have recruited into your“Continental Congress.”

VICTORY CONDITIONS – [F8]This screen describes the victory conditions o the game. Click on the “Settings”button to check out the game settings and options or the current game – gamediculty, map type, special rules, and so orth.

INFO SCREEN – [F9]This provides a bunch o cool inormation in graphical orm about the presentgame – demographics, game statistics, scores and so orth. The graph showshow the various statistics have changed over the course o the game. You can

alter the scale to show more detail or a greater period o time.

 THE CIVILOPEDIA – [F12]The in-game Civilopedia provides in-depth ino on all aspects o play, including rules, unit lists and stats, terrain details, game concepts, and so orth. Check it out.

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Selling Goods You can sell all o the goods aboard a vessel by clicking on the “Sell All” buttonon the right-hand side o the vessel. Alternatively, you can drag-click a speciccargo to the Goods Display to sell just that unit o cargo, leaving any other cargoaboard the vessel. Upon completing the transaction, the money is added to your

 treasury (less His Majesty’s Tax, o course), and the goods removed rom theactive vessel’s cargo hold.

See the “Goods Display” section to determine how much the goods will sell or.

Purchasing GoodsGoods can only be purchased i the vessel has room in its cargo hold (and youcan aord ‘em). See the “Goods Display” section below or details on prices orbuying and selling goods.

To purchase goods, drag-click the item rom the Goods Display to your ship. 100units (when playing Standard game speed) o that good will be placed in yourship’s hold, the cost subtracted rom your treasury. (I you can’t aord 100, youcan’t buy any.)

Loading/Unloading Recruits and ImmigrantsRecruits and Immigrants awaiting transport to the New World may be ound in“The Docks.” To load a recruit or immigrant, drag-click the colonist to the desiredvessel. Remember that colonists take up the same amount o cargo space as100 units o goods; so i a Caravel (which can carry 2 units) is carrying 100 unitso Weapons, it can transport just 1 colonist as well.

To unload a colonist rom a vessel, drag-click the colonist rom the vessel back to the Docks.

Leaving Port  You can send a vessel o on the voyage to the New World by clicking on the“Leave Port” button. Alternatively you can drag the unit into the “Outbound” box.

 THE “HURRY IMMIGRATION” BOXThis displays three potential immigrants to the New World. When it is time or anew immigrant, one o these immigrants will be transerred to the Docks, wherehe or she can be loaded aboard ship and carried to the colony. You can also paya certain amount o gold to “hurry” one o the immigrants (put your cursor over

 the immigrant to see the current price). The price required will drop as the timeapproaches or a new immigrant to move to the docks.

Click on an immigrant to hurry him or her. The cost will be deducted rom your treasury and the immigrant will appear in the Docks.

 THE EUROPE SCREEN

 THE CURRENT TAX RATEThis displays the current rate at which His Majesty is Most Pleased to ExtortMoney From You on every sale o goods you make in Europe. For instance, i 

 the current tax rate is 5% and you sell goods or 100 gold, 5 o that gold will besucked into the Royal Treasury. The more you sell, the quicker your tax rate willrise. There is no limit on the possible tax rate.

Actually, there is.

It’s 99%.

It’s good to be king!

VESSELS APPROACHING EUROPEThis box displays the vessels currently en route to Europe and the numbero turns beore they arrive. Generally, a voyage to Europe takes two turns (atStandard game speed), though certain Founding Fathers can decrease the

 transit time to one turn.

VESSELS APPROACHING THE NEW WORLDThis box displays the vessels currently en route rom Europe to the New World,and the number o turns until they get there.

VESSELS IN EUROPEThis central box shows which vessels are currently in Europe. Such vessels mayhave arrived rom the New World, or they may have just been recruited.

  Vessels in Europe Sell All Goods Purchase New Units

Immigrants Availablefor “Hurrying”

Immigrants AwaitingTransport to the NewWorld

Transactions Record

Goods Display

Current Treasury Immigrant Arrival Bar

Current Tax Rate

 Vessels

 Approaching

Europe

Leave Port

 Vessels

 Approaching the

New World

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 THE IMMIGRANTS BAR This bar shows how long it will take until the next Immigrant appears in “TheDocks” seeking a new lie in the New World. Each new Immigrant takes longer

 than the previous. You can accelerate their appearance by increasing yourcolony’s output o “Crosses” (see “Immigration” on page 19).

LEAVING EUROPEWhen a ship’s business is completed, click on the vessel’s “Leave Port” button

 to move the vessel to the “Outbound” box. In several turns it will appear on theMain Map, usually on the space where it came rom.

 You exit the Europe screen by clicking “Exit” on the bottom o the screen.

PIONEERS

We must march my darlings, we must bear the brunt o danger,

We the youthul sinewy races, all the rest on us depend,

Pioneers! O pioneers!

– Walt Whitman

OVERVIEWPioneers have two main unctions: they can construct roads, greatly accelerating land movement and they can “improve” land tiles, making them ar more productive.

CREATING PIONEERSPioneers are created in settlements rom colonists. Any type o colonist can be

 turned into a pioneer. The settlement must have 50 tools (in Standard gamespeed) on hand. To create a pioneer, double-click on a colonist in a settlement,

 then click on “Pioneer” on the colonist’s “Choose a Proession” menu. Fity toolswill be deducted rom the settlement’s coers, and the new pioneer will exit the

settlement, awaiting orders. You can also purchase a “Hardy Pioneer” rom Europe. Although expensive,Hardy Pioneers are aster than other pioneers.

ROADSPioneers can build roads, which speed up your units’ movement. It’s criticallyimportant to connect your settlements with roads as soon as possible to allowyou to rapidly move units to deend threatened settlements.

Also, roads allow your wagon trains to more quickly move trade goods rominland to coastal settlements or shipment to Europe.

The Purchase Menu

 THE PURCHASE NEW UNITS BUTTONClick on the button to open the “Purchase Menu.” This menu displays the variouscolonists, military units and vessels available or purchase rom Europe. Click onan entry to purchase the unit; the cost will be deducted rom your treasury and

 the unit will appear at the “Docks,” or i a vessel in the “In Port” box.

Note that the purchase price may change over the course o the game. CertainFounding Fathers can greatly diminish the cost o purchasing units rom Europe.

 THE DOCKSThe Docks contain all land units – Immigrants and Recruits – awaiting transport

 to the New World. Units in the Docks may be dragged aboard transport vessels tobe carried to the New World.

 THE GOODS DISPLAYThe “Goods Display” lists all o the goods in the game. Each good shows twonumbers, separated by a slash. The rst number shows how much money you’llget or selling the good in Europe, the second shows how much you’ll be chargedor purchasing the good in Europe.

For example, i the numbers under Tools say, “5/7,” you’ll earn ve gold per Tool

you sell in Europe (less taxes). I you wish to purchase Tools, on the other hand,you’ll pay 7 per Tool purchased.

To make the purchase, drag-click the item rom the Goods Display to the transport vessel.

YOUR TREASURYThis number displays your current treasury.

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 You can view your point totals on the Founding Father screen [F6].

PoliticalRequires only Liberty Bells to be earned.

ReligiousRequires Liberty Bells and Religious points to be earned.

ExplorationRequires Liberty Bells and Exploration points to be earned.

TradeRequires Liberty Bells and Trade points to be earned.

Military Requires Liberty Bells and Military points to be earned.

ACQUIRING FOUNDING FATHERSOnce you have earned the necessary Founding Father points, a Founding Father will oer to join your side. I you accept, you immediately receive thebonus provided by the Founding Father, and your Founding Father points arereduced by the Father’s cost.

 You can reuse a Founding Father i you would like to pursue a later one, leaving your points intact. I you do so, that Father will never oer to join you again. Note

 that a Founding Father will join the rst civ who accepts him – other colonies areout o luck.

FOUNDING FATHER EFFECTSEvery Founding Father has a unique eect, typically related to the Founding Father’s type. Some Founding Fathers will provide you with a one time, immediatebonus. Others will permanently modiy your colony’s production outputs. See theFounding Fathers screen [F6] or the Civilopedia or more inormation.

DIPLOMATIC OPTIONSWhen diplomacy opens, you (and the other leaders) usually have several choicesavailable:

Declare War The polite way to open hostilities.

Oer PeaceAvailable only i you’re at war.

TradeTry to trade stu with the other civilization. You need to have a transport in oneo the settlements/native villages in order to trade goods.

Review Ongoing DealsSome “annual” deals continue over time. This option lets you review any suchdeals you have in place with the leader.

Exit End the diplomatic session.

THE FOUNDING FATHERS

The lights o stars that were extinguished ages ago still reaches us.

So it is with great men who died centuries ago, but still reach us with

the radiations o their personalities.

– Kahlil Gibran

Founding Fathers are history’s master orators, thinkers, merchants and artists.By accruing Founding Father points, you can attract these great minds o history

 to your side, reaping the benets o their stunning accomplishments. You canview your Founding Fathers on the Continental Congress screen [F7].

FOUNDING FATHER TYPESThere are ve types o Founding Fathers, which are divided up based on the typeso “Founding Father points” you must earn to acquire them. While all Founding Fathers require “Liberty Bells” (Rebel Sentiment) to be drawn to your side, most

 types also require more specic point types that can be earned through theperormance o tasks related to the Founding Father’s area o expertise.

Earning Founding Father PointsEach type o Founding Father has a special set o points associated with it. Youearn these points or perorming specic related actions – e.g., Trade points by

 trading goods, Exploration points by exploring the world, and so orth. See theCivilopedia or more details.

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Declaring Independence Your colony must have an overall Rebel Sentiment o 50% or higher in order to issue a Declaration o Independence and start the nal battle or Freedom.Note that your Rebel Sentiment value will also aect your units’ combat strengthduring the Revolution. See the next section or details.

REVOLUTION AND VICTORY

“Sire, the people are revolting!”

“You can say that again!”

– Unknown

In order to win a game o Colonization, you will eventually have to break theChains o Tyranny that bind your colony to the Oppressive and Rapacious Rulero an Outmoded, Corrupt, and Decadent land. In other words, you must revoltagainst the Mother Country and declare independence!

 TIME LIMIT At Standard game speed, a game o Colonization can last a maximum o 300

 turns, ending in the year 1792. I you have not declared independence anddeeated His Majesty’s orces by then, you automatically lose.

REQUIREMENTS You must have an overall Rebel Sentiment o 50% or higher to declareindependence. You can see your colony’s current Rebel Sentiment on theRevolution Advisor screen [F3]. See the previous section or details.

STARTING THE REVOLUTION You can access the Revolution Advisor screen by pressing [F3] or clicking thebutton on the Main Screen. This screen displays the Rebel Sentiment o yoursettlements. I your overall Sentiment is 50% or greater then you can click the“Start Revolution!” button to begin the nal phase o the game.

The Royal Expeditionary ForceNote that the Revolution Advisor screen also shows the size o the RoyalExpeditionary Force which will be deployed to crush the revolution and hang theringleaders rom the nearest tree. You may want to study this careully when

considering the big step.

REBEL SENTIMENT

Is lie so dear or peace so sweet as to be purchased at the price o chains and

 slavery! Forbid it, Almighty God. I know not what course others may take, but as

or me, give me liberty or give me death!

 – Patrick Henry

Rebel sentiment represents the willingness o the people in your colony torisk their lie and treasure and rebel against the Mother Country. People witha high Rebel Sentiment are highly-motivated: they ght better and they aremore productive.

And o course you need to maximize your citizens’ Rebel Sentiment score beoreyou can Declare Independence and attempt to win the game.

 TRACKING REBEL SENTIMENT Each o your settlements has an individual Rebel Sentiment value, representing 

 the number o citizens in that settlement willing to throw in with the Cause o Liberty. The values may dier greatly rom one settlement to another.

A settlement’s Rebel Sentiment is displayed on the Main Map, next to theLightning Bolt symbol above the settlement’s name.The Sentiment is also displayed on the Settlement Screen.

GENERATING REBEL SENTIMENT There are a number o ways to generate Rebel Sentiment/Liberty Bells inyour settlements.

Assign Statesmen You can assign one or more colonists to be Statesmen (that is, to work in theTown Hall Building). Each will generate a certain number o Liberty Bells per turn.The Elder Statesman specialist is especially eective in this capacity.

Construct BuildingsConstructing Printing Presses and Newspapers will increase the Rebel Sentimentin a settlement.

Recruit Founding FathersCertain Founding Fathers will increase the Rebel Sentiment in all o your settlements.

BENEFITS OF REBEL SENTIMENT Production BonusThe amount o goods a colonist produces may be increased by heightened RebelSentiment. The amount o increase is equal to hal o the current Rebel Sentiment.

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Chapter 3:

MULTIPLAYER COLONIZATION

We have no eternal allies and we have no perpetual enemies. Our interests are

eternal and perpetual, and these interests it is our duty to ollow.

– Henry John Temple, Viscount Palmerston

Multiplayer games allow you to test your skills against other human players in avariety o ormats. These include via LAN, Internet, email, or “Hot Seat” (all on

 the same PC). For LAN you have the choice o traditional turns or simultaneousmovement.

 THE MULTIPLAYER MENUOn the Colonization Main Menu, click on “Multiplayer” to open this menu. Hereyou will nd the ollowing entries:

LAN GamesThis option allows you to play on a Local Area Network (aka, “LAN”). When youreach the setup screen, you can either use the buttons on the let to start a newgame or scenario or to load a game in progress. I you are trying to join a game,

 the list to the right will display all visible games on your network. Click on thegame you would like to join to highlight it and then click the “Join Game” button

 to proceed. Click on “Reresh List” to update the game list.

Internet GamesClick on this option to play a game on the Internet via GameSpy. The rst timeyou choose this option you will be asked to log in to GameSpy. You may eitheruse an existing account or you may choose to sign up or a new one. When youreach the setup screen, you can either use the buttons on the let to start a new

game or scenario, or to load a game in progress. I you are trying to join a game, the list to the right will display all visible games. Click on the game you wouldlike to join to highlight it, then click on “Join Game” to proceed. Click on “RereshList” to update the game list. The bottom let o the screen will display chat rompeople in the lobby and the display on the right will show you who is currently in

 the lobby. There is also a tab to keep track o your buddies.

 THE FINAL BATTLEWhen you declare the revolution, the King will deploy the Royal Expeditionary Force

 to attack your settlements. To achieve victory, you must destroy every last groundunit o this orce. I you do so, you win. (You don’t have to destroy all o the King’snaval orces to win – though o course it may be tactically helpul to do so.)

However, i the King’s soldiers capture all o your settlements or i the gameends and Royal ground units still survive, the Revolution is crushed and you lose.

Tyranny will triumph and Liberty will Perish rom the Land.

Eects o Rebel Sentiment During the Revolution, your units receive a bonus to their combat strengths equal

 to the Rebel Sentiment minus 50. So, i the Rebel Sentiment is 100%, then yourcombat units receive a 50% bonus to their combat strengths.

 THE CONSTITUTIONOnce you start your Revolution, you will be given the option to write aConstitution. In this document you can choose what reedoms your new countrywill provide - or take away rom - your citizens. You will be able to choose a varietyo other rules to govern your new society as well – Slavery, Separation o Church

and State, and so orth.Each choice you make will have in-game ramications, possibly aecting yourcolony’s military power or economic output. Some may increase your colonists’Rebel Sentiment, but at the cost o decreasing your settlements’ productivity.Others may provide additional troops, but drain your treasury. To be successulyou must balance your desire to create the best and reest society against theneed to provide or your colony’s survival.

IMPORTANT: THE OTHER COLONIESNote that unless you’ve wiped them all out, there are other colonies in theNew World and they want to win as much as you do, so at some point they maydeclare independence rom their evil King. I they deeat the Expeditionary Forces

sent out to crush them beore you’ve achieved independence, they win.

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CreditsDevelopeD by Firaxis Games

siD meier’s CiviliZaTioN iv:ColoNiZaTioN

Civilization Series Creator 

Sid Meier

Firaxis GamesDevelopmeNT Team

Production Team 

Jesse Smith - Sr. ProducerLiam Collins - Associate Producer

Lead Designer 

H. Edward Piper

Programming Team 

 Alex Mantzaris - Lead ProgrammerJason Winokur - GraphicsKenneth Ferland - InteraceSergey Tiraspolsky - Tools

 Art Team 

Mike Bates - Lead ArtistJerome AtherholtKevin BradleyRob CloutierGreg CunninghamSteve EgrieRyan MurraySteve OgdenNick Rusko-Berger

 Arne SchmidtSeth SpauldingJason Winokur

Writers 

Liam Collins

Paul Murphy - ManualEd Piper

 Audio Team 

Mark Cromer - DepartmentManager

Michael Curran - Lead Audio 

Designer 

Ian SmithRoland Rizzo

Composers 

Mark CromerMichael CurranRoland RizzoIan Smith

Quality Assurance 

Scott Wittbecker - QA ManagerPatrick Glascoe - QA Project LeadGrant Frazier

Original Prototype 

Jon Shaer

addtn etn st

 Art 

Jack SnyderProgramming 

Blake Walsh - AI Programmer

Firaxis Games

Studio Head / President 

Steve Martin

Chie Creative Ofcer 

Sid Meier

Executive Producer 

Barry Caudill

Technology Director 

Steve Meyer

 Art Director 

Seth Spaulding

Marketing Director 

Kelley Gilmore

IT Manager 

Josh Scanlan

Manager, Online Marketing 

Dennis Shirk 

Human Resources Manager 

Susan Meier

Ofce Manager 

Donna Rubb

addtnIntroduction Movies 

Janimation

Scaleorm Team 

Brendan IribeMichael AntonovSven DixonDavid Cook 

 Andrew Reisse

The White Oak Singers 

Wayne Howard - Mandan-Hidatsa, ArikaraClayton Old Elk - CrowWill Reeves - Mandan-Hidatsa

Pete Neconie - Kiowa, Pawnee,OtoeDan Addi - Western CherokeeMarty Good Bear - Mandan-HidatsaGeorge Good Bear - Mandan-Hidatsa

Native American Flutes 

Ron Warren - Echota Cherokee

Janice Torres - Tiano

Violin 

Irene Sazer

Fnkntn T

Henning ‘Peersack‘ AssalgDavid ‘Davy’ Jones

 Adam ‘Peachrocks’ Ferguson Anthony ‘Ztaesek’ SeekatzEmilien ‘Skidbladnir’ GascChris ‘cgonzo30’ GonzalesPeter ‘psbirch’ BirchNeil ‘nradkin’ FradkinDale KentDerek ‘Kael’ Paxton

Justin ‘Cornhog’ HornkohlDaniel ‘Dannyboy’ ShannonDan ‘DanQ’ Quick Kelly ‘yin26’ McLaughlinPaul ‘Vehem’ BrechanyEdwin ‘attackdrone’ Rosa

 Aaron ‘Nodrownboy’ BrandtRoss ‘Unconquered Sun’ CholakovBill ‘WastinTime’ HamshireMike ‘AlazkanAssassin’ HallDaniel ‘Frosty’ Knowles

 Andy ‘Atomation’ NorgrenDean ‘magnus333’ LeveilleEdwin ‘Shilohen’ Harris

Chris ‘ChrisInDC’ HornbostelDaniels ‘Solver’ UmanovskisMaarten ‘Matrix’ Lensink Jordan ‘jbujtas’ BujtasJoshua ‘Soduka’ GauRoss ‘Haggi68’ Hageman

sc Tnk

To the supportive members oFrankenstein or all their help!Civ Fanatics and Apolyton!The Civ4 Community

 All o our Loving and UnderstandingFamilies and Friends

Direct IP ConnectionClick on this option to play on the Internet bypassing the GameSpy lobby screens.The next screen will provide you the opportunity to either host a new game orload a previous game. To join a game, players will have to know the IP address o 

 the host’s computer and enter it in the text box on the right.

Hot Seat Click on this option to play a game where everybody takes turns on the samecomputer. At the end o a turn, the active player will get up rom the “hot seat”and allow the next player to take their turn.

Play by EmailClick on this option to play a Hot Seat style game where everybody is on dierentcomputers in dierent locations. Upon completion o a turn, the game state issent to the next player who makes his move and then sends it onto the next.

GAME SETTINGSAter the initial screen(s) are navigated, players will be able to adjust gamesettings on a screen just like the “Custom Game” screen on a solo game.

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2K intntn pdct

Dnt

International Producer 

Sajjad Majid

Localisation Manager 

Scott Morrow

 Assistant Localisation Manager 

Terryll Garrison

External Localisation Teams  Around the WordEective Media GmbHSynthesis International SrlSynthesis Iberia

2K intntn Qt

anc

QA Manager 

Chris Rowley

QA Supervisor 

Domenic Giannone

Mastering Engineer 

Wayne Boyce

Lead QA Technician  Arsenio Formoso

QA Technicians 

Rob JenkinsSteve MannersIan Moore

 Andrew WebsterNatalie HolkhamSebastian BeltonRosie HamiltonDaniel Mills

Lead Localisation QA Technician 

 Adele Dalena

Localisation QA Technicians 

Sebastian Frank Stean RossiMark UngerHugo SieiroJose Miñana

 Alba Loureiro Alessandro GattiElisa LazierPauline MartynDidier PruvotCyril Ben AbdallahOscar Pereira

2K intntn T

 Agnès Rosique Alex Bickham Andreas TraxlerBarbara RuoccoBen SeccombeDavid HalseFabio GusmaroliJan Sturm

Jean-Paul HardyOlivier TroitSandra MeleroSimon TurnerSnezana Stojanovska

Tk 2 png T

 Anthony DoddCorine CheckoDiego TobonMartin AlwayNguyen DoanNicole MucumbitsiParis VidalisPaul Hooper

2K iNTerNaTioNal - ChiNa Animators 

Xu JieShen HuJin Yi

 Yuan Zhi Wei

 Artists 

Shi Wen JunDing Quan Qi

Game Designers 

Xiong JieChen Qiang PanChen MuZou Jun Jie

Programmers 

Sun TingLin Yin

 Yang Jin Hui

Sound Designer 

 Yang Jie

Producer 

Liu Jing

General Manager 

Julien Bares

Licensed Classical Music supplied by 

Naxos Music Library

User Interace Engine supplied by 

Portions o this sotware areincluded under licenseScaleorm Corporation © 2008.

 All rights reserved.

3rd Party sotware supplied by 

Portions o this sotware areincluded under license.©2008 Numerical Design, LTD. Allrights reserved.Uses Bink Video. Copyright©1997-2008 by RAD Game Tools,Inc. Uses Miles Sound System.Copyright ©1991-2008 by RADGame Tools, Inc.This product contains sotwaretechnology licensed rom GameSpyIndustries Inc. ©1999-2008GameSpy Industries Inc. All RightsReservedPen Tools Scripts courtesy o Paul

Neale (www.paulneale.com)Speex Codec © 2002-2008, Jean-Marc Valin/Xiph.Org FoundationRedistribution and use in sourceand binary orms, with or withoutmodifcation, are permittedprovided that the ollowingconditions are met: Redistributionso source code must retain theabove copyright notice, this listo conditions and the ollowingdisclaimer. Redistributions inbinary orm must reproduce theabove copyright notice, this listo conditions and the ollowing

disclaimer in the documentationand/or other materials providedwith the distribution. Neither thename o the Xiph.org Foundationnor the names o its contributorsmay be used to endorse orpromote products derived romthis sotware without specifc priorwritten permission.

2K publishiNG

President 

Christoph Hartmann

C.O.O.

David Ismailer

pD

VP Product Development 

Greg Gobbi

Director o Development 

John Chowanec

Director o PD Operations 

Kate Kellogg

Director o Technology 

Jacob Hawley

Producer 

Jason Bergman

Game Analyst 

Neal Chung-Yee

mktng

SVP Marketing 

Sarah AndersonVP Marketing 

Matt Gorman

Director o Marketing 

Tom Bass

 Associate Product Manager/Video 

Editor 

Eric Monacelli

Director o Production 

Jack Scalici

Production Manager 

Lydia Jenner

Director o Public Relations 

Marcelyn Ditter

PR Manager 

Charlie Sinhaseni

 Art Director, Creative Services 

Lesley Zinn

Web Director 

Gabe Abarcar

Community Manager 

Elizabeth Tobey

Web Designer 

 Ashley Young

Senior Marketing Project Manager 

Jackie Truong

Media Supervisor 

Larry Stephens

Marketing Coordinator 

Dawn Burnell

Director o Operations 

Dorian Rehfeld

VP Sales & Licensing 

Steve Glickstein

Strategic Sales and Licensing Manager 

Paul Crockett

VP Business Development 

Kristine Severson

Senior Manager Partner Marketing 

Scott Dereitas

sc Tnk#

Bob BlauDavid BoutryRyan DixonDavid EdwardsDaniel Einzig

 Amber FalkowskiChristopher FiumanoSharon HunterPaul KimSerhad KoroJenn KolbeJoseph PaymarJon PayneKate RyanXenia MulBrian MurphyDrew SmithPeter Welch

 Access CommunicationsKD&E

RDA Take-Two Sales Crew

2K Qt anc

Vice President o Quality Assurance 

 Alex Plachowski

Test Manager 

David Arnspiger

Lead Quality Assurance Tester 

Grifn Funk  Angel Gonzalez

Senior Quality Assurance Tester 

Chelsy Berry (Acting)

Quality Assurance Team 

Joe Bailey

Javier FelixMike HarmonJonathan KeiserDinari LeeTony SalameJohn ScottJennella Schwarz-TanakaScott Trono

Compliance Lead 

 Alexis Ladd

Compliance Senior Testers 

Ruben Gonzalez

Mastering Lab Administrator 

Jay Ruiz

Mastering Lab Technician 

Shawn Watson

2K iNTerNaTioNal

General Manager 

Neil Ralley

VP International Marketing 

Matthias Wehner

International Marketing Manager Lia Tsele

International Product Manager 

Warner Guinée

Junior International Product 

Manager 

Sam Woodward

International PR Director 

Markus Wilding

International PR Manager 

Emily Britt

Global Events Manager 

Karl Unterholzner

Licensing Director 

Claire Roberts

Web Content Manager 

Martin Moore

International Marketing & PR 

 Assistant 

Tom East

Design Team 

James CrockerJames QuinlanTom Baker

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INFORMATION USAGE. The inormation collected by Licensor may be posted by Licensor on publicly-accessible web sites, sharedwith hardware manuacturers, shared with platorm hosts, shared with Licensor’s marketing partners or used by Licensor or anyother lawul purpose. I you do not want your inormation shared in this manner, then you should not use this Sotware.

LIMITED WARRANTY: Licensor warrants to you (i you are the initial and original purchaser o the Sotware) that the originalstorage medium holding the Sotware is ree rom deects in material and workmanship under normal use and service or 9 0days rom the date o purchase. I or any reason you fnd a deect in the storage medium during the warranty period, Licensoragrees to replace, ree o charge, any Sotware discovered to be deective within the warranty period as long as the Sotware iscurrently being manuactured by Licensor. I the Sotware is no longer available, Licensor retains the right to substitute a similarSotware o equal or greater value. This warranty is limited to the storage medium containing the Sotware as originally provided

by Licensor and is not applicable to normal wear and tear. This warranty shall not be applicable and shall be void i the deect hasarisen through abuse, mistreatment, or neglect. Any implied warranties prescribed by statute are expressly limited to the 90-dayperiod described above.

Except as set orth above, this warranty is in lieu o all other warranties, whether oral or written, express or implied, including anyother warranty o merchantability, ftness or a particular purpose or non-inringement, and no other representations or warran-ties o any kind shall be binding on Licensor.

When returning the Sotware subject to the limited warranty above, please send the original Sotware only to the Licensoraddress specifed below and include: your name and return address; a photocopy o your dated sales receipt; and a brie notedescribing the deect and the system on which you are running the Sotware.

IN NO EVENT WILL LICENSOR BE LIABLE FOR SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES RESULTING FROM POSSES-SION, USE OR MALFUNCTION OF THE SOFTWARE, INCLUDING DAMAGES TO PROPERTY, LOSS OF GOODWILL, COMPUTER FAILUREOR MALFUNCTION AND, TO THE EXTENT PERMITTED BY LAW, DAMAGES FOR PERSONAL INJURIES, EVEN IF Licensor HAS BEENADVISED OF THE POSSIBILITY OF SUCH DAMAGES. LICENSOR’S LIABILITY SHALL NOT EXCEED THE ACTUAL PRICE PAID FOR USEOF THE SOFTWARE.

SOME STATES/COUNTRIES DO NOT ALLOW LIMITATIONS ON HOW LONG AN IMPLIED WARRANTY LASTS AND/OR THE EXCLUSIONOR LIMITATION OF INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE LIMITATIONS AND/OR EXCLUSION OR LIMITATIONOF LIABILITY MAY NOT APPLY TO YOU. THIS WARRANTY GIVES YOU SPECIFIC LEGAL RIGHTS, AND YOU MAY HAVE OTHER RIGHTSTHAT VARY FROM JURISDICTION TO JURISDICTION.

TERMINATION: This Agreement will terminate automatically i you ail to comply with its terms and conditions. In such event,you must destroy all copies o the Sotware and all o its component parts. You can also end this Agreement by destroying theSotware and all copies and reproductions o the Sotware and deleting and permanently purging the Sotware rom any clientserver or computer on which it has been installed.

U.S. GOVERNMENT RESTRICTED RIGHTS: The Sotware and documentation have been developed entirely at private expense andare provided as “Commercial Computer Sotware” or “restricted computer sotware.” Use, duplication or disclosure by the U.S.Government or a U.S. Government subcontractor is subject to the restrictions set orth in subparagraph (c)(1)(ii) o the Rightsin Technical Date and Computer Sotware clauses in DFARS 252.227-7013 or as set orth in subparagraph (c)(1) and (2) o theCommercial Computer Sotware Restricted Rights clauses at FAR 52.227-19, as applicable. The Contractor/ Manuacturer is theLicensor at the location listed below.

EQUITABLE REMEDIES: You hereby agree that i the t erms o this Agreement are not specifcally enorced, Licensor will be

irreparably damaged, and thereore you agree that Licensor shall be entitled, without bond, other security, proo o damages, toappropriate equitable remedies with respect any o this Agreement, in addition t o any other available remedies.

INDEMNITY: You agree t o indemniy, deend and hold Licensor, its partners, licensors, afliates, contractors, ofcers, directors,employees and agents harmless rom all damages, losses and expenses arising directly or indirectly rom your acts and omis-sions to act in using the Sotware pursuant to the terms o the Agreement.

MISCELLANEOUS: This Agreement represents the complete agreement concerning this license between the pa rties and super-sedes all prior agreements and representations between them. It may be amended only by a writing executed by both parties.I any provision o this Agreement is held to be unenorceable or any reason, such provision shall be reormed only to theextent necessary to make it enorceable and the remaining provisions o this Agreement shall not be aected. This Agreementshall be construed under New York law as such law is applied to agreements between New York residents entered into and tobe perormed within New York, except as governed by ederal law and you consent to the exclusive jurisdiction o the sate andederal courts in New York, New York.

IF YOU HAVE ANY QUESTIONS CONCERNING THIS LICENSE,YOU MAY CONTACT IN WRITING TAKE-TWO INTERACTIVE SOFTWARE,INC. 622 BROADWAY, NEW YORK, NY 10012

WARRANTYLimited Software warranty; LicenSe agreement and Privacy diScLoSureYOUR USE OF THIS SOFTWARE IS SUBJECT TO THIS LIMITED SOFTWARE WARRANTY AND LICENSE AGREEMENT (THE “AGREE-MENT”) AND THE TERMS SET FORTH BELOW. THE “SOFTWARE” INCLUDES ALL SOFTWARE INCLUDED WITH THIS AGREEMENT, THEACCOMPANYING MANUAL(S), PACKAGING AND OTHER WRITTEN, FILES, ELECTRONIC OR ON-LINE MATERIALS OR DOCUMENTA-TION, AND ANY AND ALL COPIES OF SUCH SOFTWARE AND ITS MATERIALS. BY OPENING THE SOFTWARE, INSTALLING, AND/ORUSING THE SOFTWARE AND ANY OTHER MATERIALS INCLUDED WITH THE SOFTWARE, YOU HEREBY ACCEPT THE TERMS OF THIS

AGREEMENT WITH TAKE-TWO INTERACTIVE SOFTWARE, INC.LICENSE. Subject to this Agreement and its terms and conditions, Licensor hereby grants you the nonexclusive, non-transerable,limited right and license to use one copy o the Sotware or your personal use on a single console or computer (unless other-wise specifed). The Sotware is being licensed to you and you hereby ac knowledge that no title or ownership in the Sotware isbeing transerred or assigned and this Agreement should not be construed as a sale o any rights in the Sotware. All rights notspecifcally granted under this Agreement are reserved by Licensor and, as applicable, its licensors.

OWNERSHIP. Licensor retains all right, title and interest to this Sotware, including, but not limited to, all copyrights, trademarks,trade secrets, trade names, proprietary rights, patents, titles, computer codes, audiovisual eects, themes, characters, characternames, stories, dialog, settings, artwork, sounds eects, musical works, and moral rights. The Sotware is protected by UnitedStates copyright and trademark law and applicable laws and treaties throughout the world. The Sotware may not be copied, re-produced or distributed in any manner or medium, in whole or in part, without prior written consent rom Licensor. Any personscopying, reproducing or distributing all or any portion o the Sotware in any manner or medium, will be willully violating thecopyright laws and may be subject to civil and criminal penalties in the US or their local country. Be advised that US Copyrightviolations are subject to penalties o up to $150,000 per violation. The Sotware contains certain licensed materials and Licen-sor’s licensors may also protect their rights in the event o any violation o this Agreement.

LicenSe conditionSYou agree not to:

(a) Commercially exploit the Sotware;

(b) Distribute, lease, license, sell, rent or otherwise t ranser or assign this Sotware, or any copies o this Sotware, without theexpress prior written consent o Licensor;

(c) Make copies o the Sotware or any part thereo;

(d) Except as otherwise specifcally provided by the Sotware or this Agreement, use or install the Sotware (or permit others to dosame) on a network, or on-line use, or on more than one console at the same time;

(e) Copy the Sotware onto a hard drive or other storage device in order to bypass the requirement to run the Sotware rom theincluded CD-ROM or DVD-ROM (this prohibition does not apply to copies in whole or in part that may be made by the Sotwareitsel during installation in order to run more efciently);

() use or copy the Sotware at a computer gaming center or any other location-based site; provided, that Licensor may oer you

a separate site license agreement to make the Sotware available or commercial use;.(g) Reverse engineer, decompile, disassemble or otherwise modiy the Sotware, in whole or in part;

(h) Remove or modiy any proprietary notices or labels contained on or within the Sotware; and

(i) transport, export or re-export (directly or indirectly) into any country orbidden t o receive such Sotware by any U.S. export lawsor accompanying regulations or otherwise violate such laws or regulations, that may be amended rom time to time.

Privacy diScLoSureINFORMATION COLLECTION. I you connect to the Internet when using the Sotware, either through Xbox LIVE, PLAYSTATION Net-work, or any other method, Licensor may receive inormation rom hardware manuacturers or platorm hosts (such as Microsotor Sony) and may automatically collect certain inormation rom your console, handheld, computer, or other gaming platorm.This inormation may include, but is not limited to, user IDs (such as gamer tags and screen names), game scores, game achieve-ments, game perormance, locations visited, buddylists, hardware MAC address, internet protocol address, and your usage o various game eatures. All inormation collected by Licensor is intended to be anonymous inormation that does not discloseyour identity or constitute personal inormation, however, i you include personal inormation (such as your real name) in youruser ID, then such personal inormation will automatically be transmitted to Licensor and used as described below.

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CUSTOMER SUPPORT

NOTE : DO NOT CONTACT TAKE-TWO’S TECHNICAL SUPPORT STAFF IN SEARCHOF GAME HINTS.

They are neither permitted nor qualied to supply such inormation.

 tecHnicaL SuPPortI you are experiencing problems with the running o one o our titles, you maycontact our Technical Support sta in one o several ways:

Beore contacting Technical Support, please be prepared. In order to assist youas eciently as possible, please describe the circumstances, including any errormessages, o your problem as clearly as possible.

 tecHnicaL SuPPort contact detaiLS

United Kingdom

Post Take-Two Interactive Technical SupportUnit A, Sovereign ParkBrenda Road

HartlepoolTS25 1NN

Telephone (0870) 1242222 / calls charged at the national rate(7 days a week rom 8am to 10pm (GMT) excluding bank holidays)

Fax (01429) 233677

E-mail [email protected]

Website www.take2games.co.ukwww.2kgames.co.uk

Nederland / België

Nederland 0900-2040404 (EUR 0,70ct p/m)

België 0902-88078 (EUR 0,74ct p/m)

AUSTRALIA AND NEW ZEALAND

CUSTOMERS ONLY TECHNICAL SUPPORT

I you are experiencing problems with the running o one o our titles, you maycontact our Technical Support sta in one o several ways:

Beore contacting Technical Support, please be prepared. In order to assist youas eciently as possible, please describe the circumstances, including any errormessages, o your problem as clearly as possible.

Australia: 1902 262 606 calls charged at $2.48 +GST per minute(higher rom public phones and mobiles)

New Zealand: 0900 54263 call cost $1.99+GST per minute.

Check with whomever pays the bill beore calling.

warranty 2K Games, a subsidiary o Take-Two Interactive Sotware, Inc., warrants to the purchaser only that the disc provided with thismanual and the sotware Sotware coded on it will perorm in accordance with the description in this manual when used with thespecifed equipment, or a period o 90 days rom the date o purchase.

I this Sotware is ound to be deective within 90 days o purchase, it will be replaced. Simply return the disc to 2K Games or itsauthorized dealer along with a dat ed proo o purchase. Replacement o the disc, ree o charge to the original purchaser (exceptor the cost to return the disc) is the ull extent o our liability.

THIS WARRANTY IS IN LIEU OF ALL OTHER WARRANTIES, WHETHER ORAL OR WRITTEN, EXPRESSED OR IMPLIED. ALL IMPLIEDWARRANTIES, INCLUDING THOSE OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE, IF APPLICABLE ARE LIMITEDIN DURATION TO 90 DAYS FROM THE DATE OF PURCHASE OF THIS PRODUCT.

2K Games shall not be liable or incidental and/or consequential damages or the breach o any express or implied warrantyincluding damage to property and, to the extent permitted by law, damage or personal injury, even i 2K Games has been ad-vised o the possibility o such da mages. Some states do not allow the exclusion or limitation o any incidental or consequentialdamages or limitations on how long an implied warranty lasts, so the above limitations or exclusions may not apply to you. Thiswarranty shall not be applicable to the extent that a ny provision o this warranty is prohibited by any ederal, state, or municipallaw, which cannot be pre-empted. This warranty gives you specifc legal rights and may also have other rights, which may varyrom state to state.

You may not reproduce, prepare derivative work based on, distribute copies o, oer or sale, sell, transer ownership o, rent,lease, or lend to others the Sotware or accompanying documentation, or any portion or component o the Sotware or accom-panying documentation; provided, however, that you may transer the entire Sotware and accompanying documentation on apermanent basis as long as you retain no copies (including archival or backup copies) o the Sotware, accompanying documen-tation, or any portion or component o t he Sotware accompanying documentation, and the receipt agrees to the terms o theagreement. Further you may not modiy, reverse engineer, disassemble, decompile or translate the Sotware or accompanying

documentation, or any portion or component o the Sotware or accompanying documentation, nor may you make any copies o the Sotware modules or use with other Sotwares. This Sotware is intended or private use only.

2K Games. Saxon House, 2-4 Victoria Street, Windsor, Berkshire, SL4 1EN, United Kingdom

©2005-2008 Take-Two Interactive Sotware and its subsidiaries. Developed by Firaxis Games. Sid Meier’s Civilization IV: Colonization,Civ, Civilization, 2K Games, the 2K logo, Firaxis Games, the Firaxis Games logo an d Take-Two Interactive Sotware are all trademarksand/or registered trademarks o Take-Two Interactive Sotware, Inc. in the USA and/or oreign countries. GameSpy and the “Powered byGameSpy” design are trademarks o GameSpy Industries, Inc. All other trademarks are the property o their respective owners. Uses BinkVideo (Copyright ©1997-2008 by RAD Game Tools, Inc.). Uses Miles Sound System ©1991-2008 by RAD Game Tools, Inc.). Portions o this sotware are included under license rom Numerical Design, Ltd. (©2008) and Scaleorm Corporation (©2008). Uses GrannyAnimation. ©1996-2008 by RAD Game Tools, Inc. Game contains Gamebryo rom Emergent Game Technologies. Game contains GFxrom Scaleorm. NVIDIA and PhysX are trademarks o NVIDIA Corporation and are used under license. Windows and the Vista Startbutton are trademarks o the Microsot group o companies, and ‘Games or Windows’ and the Windows Vista Start button logo are usedunder license rom Microsot. Unauthorized copying, reverse engineering, transmission, public perormance, rental, pay or play,or circumvention o copy protection is strictly prohibited. All rights reserved.

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NOTESNOTES

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NOTES

© 2005–2008 Take-Two Interactive Software and its subsidiaries. Sid Meier’s Civilization Revolution, Ci v, Civilization, 2K Games, the 2K Games logo, Firaxis Games, theFiraxis Games logo and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software. All rights reserved. “Microsoft,

 Xbox, Xbox 360, Xbox LIVE, and the Xbox logos are trademarks of the Microsoft group of companies and are used under license from Microsoft.

OU NOW! www.civilizationrevolution.com

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