This page contains Part 1 of a full text walkthrough for Civilization II, the historic turn-based strategy game developed by Microprose for the PC in 1996. Please use the Table of Contents below to navigate the various sections of the walkthrough.
Wonders of the World
- Wonders of the World are special city improvements that can make or break a game for a Civilization II player. They normally cost a great deal of shields to build, but are usually very worth it for the bonuses they can grant to your entire empire, some lasting through out the entire game (others expire when certain advances are made by any civilization). They are listed below.
Adam Smith's Trading Co.
Effect: All current and future City Improvements that cost a coin per turn for maintenance will now have free maintenance.
Expires: Never
Cost: 400
Prerequisite: Economics
Apollo Program
Effect: Allows all civilizations to begin building spaceships; reveals the entire map.
Expires: Never
Cost: 600
Prerequisite: Space Flight
YouTube: Civilization 2 Wonder Apollo Program (Time: 0:45)
Featured Video
Colossus
Effect: The city that builds it gains an extra Trade for each utilized city square already producing trade.
Expires: Flight
Cost: 200
Prerequisite: Bronze Working
Copernicus' Observatory
Effect: The city that builds it gains a permanent 50% increase in science output.
Expires: Never
Cost: 300
Prerequisite: Astronomy
Cure For Cancer
Effect: Makes one content person happy in every city.
Expires: Never
Cost: 600
Prerequisite: Genetic Engineering
Darwin's Voyage
Effect: Gain two free advances instantly.
Expires: One-time use.
Cost: 400
Prerequisite: Railroad
Eiffel Tower
Effect: All civilizations improve their attitude towards yours by 25% instantly from first acquisition. The increase gradually grows from there. Rival civilizations are also less likely to remain hostile for long after transgressions against them.
Expires: Never
Cost: 300
Prerequisite: Steam Engine
Great Library
Effect: If two rival civilizations learn an advance, your empire will receive it too.
Expires: Literacy
Cost: 300
Prerequisite: Electricity
Great Wall
Effect: All cities will have an automatic maintenance-free city wall; double damage against barbarians; rival civilizations must always offer cease-fire or peace agreements.
Expires: Metallurgy
Cost: 300
Prerequisite: Masonry
Hanging Gardens
Effect: All cities will have one content citizen become happy, except the city that built it, who will instead have three.
Expires: Railroad
Cost: 200
Prerequisite: Pottery
Hoover Dam
Effect: Acts as a Hydro Plant in all cities.
Expires: Never
Cost: 600
Prerequisite: Electronics
Isaac Newton's College
Effect: Doubles science output in its home city.
Expires: Never
Cost: 400
Prerequisite: Theory of Gravity
J.S. Bach's Cathedral
Effect: Decreases number of unhappy citizens in every city on its home land mass by two.
Expires: Never
Cost: 400
Prerequisite: Theology
King Richard's Crusade
Effect: Every city square in its home city produces one extra shield.
Expires: Industrialization
Cost: 300
Prerequisite: Engineering
Leonardo's Workshop
Effect: If a military unit is rendered obsolete, it is automatically replaced with the modern unit for free.
Expires: Automobile
Cost: 400
Prerequisite: Invention
Lighthouse
Effect: Triremes are never lost at sea; all sea units have Movement increased by one; all ships have automatic Veteran status
Expires: Magnetism
Cost: 200
Prerequisite: Map Making
Magellan's Expedition
Effect: All sea units increase Movement by two.
Expires: Never
Cost: 400
Prerequisite: Navigation
Manhattan Project
Effect: All civilizations (not just yours) can now build nukes.
Expires: Never
Cost: 600
Prerequisite: Nuclear Fission
Marco Polo's Embassy
Effect: Embassy automatically created for all civilizations.
Expires: Communism
Cost: 200
Prerequisite: Trade
Michelangelo's Chapel
Effect: Counts a cathedral in all cities.
Expires: Never
Cost: 400
Prerequisite: Monotheism
Oracle
Effect: Doubles the effectiveness of all your cities' temples
Expires: Theology
Cost: 300
Prerequisite: Mysticism
Pyramids
Effect: Counts as a granary in all cities
Expires: Never
Cost: 200
Prerequisite: Masonry
SETI Program
Effect: Counts as a research lab in all cities.
Expires: Never
Cost: 600
Prerequisite: Computers
Shakespeare's Theatre
Effect: No unhappy citizens ever in its home city.
Expires: Never
Cost: 300
Prerequisite: Medicine
Statue of Liberty
Effect: Access to all government types, even if you haven't discovered them. Anarchy period between governments reduced to one turn.
Expires: Never
Cost: 400
Prerequisite: Democracy
Sun Tzu's War Academy
Effect: All new ground units are Veterans; any non-veterans that still exist will become Veterans after they win another battle.
Expires: Mobile Warfare
Cost: 300
Prerequisite: Feudalism
United Nations
Effect: Embassy in all civilizations; enemies must offer cease-fires and peace negotiations; Democracies can declare war 50% of the time without the Senate interfering.
Expires: Never
Cost: 600
Prerequisite: Communism
Women's Suffrage
Effect: Acts as a Police Station in all cities.
Expires: Never
Cost: 600
Prerequisite: Industrialization
Governments
Your civilization's Government is THE most influential aspect of your entire empire. Governments are generally designed to be advantageous at certain moments or situations in the game. It's usually best to switch around between governments often to take full advantage of them. They are listed below.
You can switch governments at any time by having a Revolution (SHIFT + R). When you've switched governments, your current government will be automatically set to "Anarchy" and stay there until the new government takes effect.
Each government has different levels of Food/Shield/Trade production, with some receiving bonuses per utilized city square and some receiving penalties instead.
Each government has differing levels of Unit Support. Some military and settler units will require more support to be maintained; some less.
Each government has varying levels of Corruption and Waste. The worse the level is, the worse off for corruption and waste cities furthest from the capital shall be. Corruption and Waste can really limit your empire's growth in the long run.
Governments have special added effects when they are in use. Special effects can be good or bad. They are listed below, given (unofficial) nicknames.
Anarchy
- Maximum Collection Rate: 60%
- Corruption/Waste: Very High
- Unit Support: Units require no support unless their numbers grow larger than their city's size, after which subsequent units will cost one shield per unit every turn (for example, if a Size-3 city makes 5 units, the 4th and 5th units will require support.
- Settler Support: One food unit per turn
- Special: No Taxes; No Scientific Research Gained; Martial Law; Oligarchy
- This "government" takes effect when you are in the midst of a revolution (or revolt), see below. You cannot earn money or make advances while in Anarchy, and "We Love The Ruler Day!" has no effect. Shield production still continues, however.
- Corruption and Waste in Anarchy is severe enough to seriously hurt a large empire if it lasts for long.
- It is possible to be automatically tossed into Anarchy if your cities have such widespread unhappiness that a revolt is staged.
- Anarchy resulting from a government change will last 3 turns. Revolts will cause anarchy to last longer. The Statue of Liberty Wonder of the World will reduce the Anarchy period of a revolution to just one turn.
- Anarchy has the "Martial Law" special effect. A military unit placed inside a city will convert an unhappy citizen to a happy citizen. Up to three military units in one city can create happy citizens each; any more will have no effect.
- Anarchy has the "Oligarchy" special effect. For each utilized city square making three or more of a particular type per turn, the amount is decreased by 1.
Despotism
- Maximum Collection Rate: 60%
- Corruption/Waste: High
- Unit Support: Units require no support unless their numbers grow larger than their city's size, after which subsequent units will cost one shield per unit every turn (for example, if a Size-3 city makes 5 units, the 4th and 5th units will require support.
- Settler Support: One food per turn.
- Special: Martial Law; Oligarchy; Regal
- This government is quite similar to Anarchy, except with less corruption and waste and can collect taxes and scientific research. The penalties towards Food/Shield/Trade production will cripple your empire in every possible way. Acceptable only on the easiest settings and usually best dumped for a more efficient government.
- One of Despotism's few advantages is the large army it can put together quickly, making it a decent substitute for Fundamentalism if you want to go to war early in the game.
- Despotism has the "Martial Law" special effect. A military unit placed inside a city will convert an unhappy citizen to a happy citizen. Up to three military units in one city can create happy citizens each; any more will have no effect.
- Despotism has the "Oligarchy" special effect. For each utilized city square making three or more of a particular type per turn, the amount is decreased by 1.
- Despotism has the "Regal" special effect. "We Love The Ruler Day!" causes goods production to function as if it were a Monarchy.
Monarchy
- Maximum Collection Rate: 70%
- Corruption/Waste: Moderate
- Unit Support: The first three units a city builds require no unit support. All subsequent units will require one shield per turn.
- Settler Support: One food per turn.
- Special: Martial Law; People's Love
- An improvement over Despotism as it no longer has any Food/Shield/Trade penalties and can achieve much higher collection rates. However, going to war is now much more resource-intensive and corruption and waste are enough to slow down a growing empire.
- Monarchy has the "Martial Law" special effect. A military unit placed inside a city will convert an unhappy citizen to a happy citizen. Up to three military units in one city can create happy citizens each; any more will have no effect.
- Monarchy has the "People's Love" special effect. "We Love The Ruler Day!" causes goods production to function as if it were a Democracy.
Fundamentalism
- Maximum Collection Rate: 80%
- Corruption/Waste: Very Low
- Unit Support: The first ten units a city builds require no unit support. All subsequent units will require one shield per turn.
- Settler Support: Two food per turn.
- Special: Tithe Collection; Intolerance; Total Obedience; Devotion; Fanatical Following; Unaccountable; People's Love
- The ultimate in warmongering. Fundamentalist governments can crank out massive armies without fear of resource shortages or unhappiness. It even has specialized military units. Thanks to other inherent advantages, Fundamentalism can create massive reserves of money in a hurry. However, scientific advancement and empire growth through settling is all but impossible under Fundamentalism. To grow your empire, you'll ultimately either have to conquer all your enemies before they crush you with superior technology, or a switch to a more conducive government.
- Fundamentalism has the "Total Obedience" special effect, which means there is no unhappiness in your empire no matter how hard you try to make the citizens miserable.
- Fundamentalism has the "Tithe Collection" special effect. City improvements that create happy citizens will instead provide money bonuses per turn, equivalent to the number of people that would be normally converted.
- Fundamentalism has the "Devotion" special effect. Completed city improvements that normally create happy citizens require no maintenance.
- Fundamentalism has the "Fanatical Following" special effect. It allows your empire to build the Fanatic military unit, which never require maintenance no matter how many other units are made.
- Fundamentalism has the "Intolerance" special effect. All scientific research is always automatically halved.
- Fundamentalism has the "Unaccountable" special effect. Diplomatic penalties for terrorism and spying that you commit on rival civilizations are reduced.
- Fundamentalism has the "People's Love" special effect. "We Love The Ruler Day!" causes goods production to function as if it were a Democracy.
Communism
- Maximum Collection Rate: 80%
- Corruption/Waste: Almost None
- Unit Support: The first three units a city builds require no unit support. All subsequent units will require one shield per turn.
- Settler Support: One food per turn.
- Special: Iron Curtain; Cold Warfare; People's Love
- Essentially an upgraded version of Monarchy. It can keep unhappiness suppressed easily, corruption is non-existent, waste is very rare, settlers can be cranked out quickly, and Spies are extremely effective under Communism. However, it does not have any of the warmongering advantages of Fundamentalism nor the trading advantages of Republics/Democracies. It's best used for empires that are otherwise unwieldy, such as ones that are scattered and spread out, or have weak trading.
- Communism has the "Iron Curtain" special effect. It's an upgraded version of Martial Law; A military unit placed inside a city will convert two unhappy citizens to happy citizens instead of just one. Up to three military units can create happy citizens in one city.
- Communism has the "Cold Warfare" special effect. All Spy units produced are automatically Veterans, making a Communist government a deadly opponent if it has a Spy factory set in place.
- Communism has the "People's Love" special effect. "We Love The Ruler Day!" causes goods production to function as if it were a Democracy.
Republic
- Maximum Collection Rate: 80%
- Corruption/Waste: Low
- Unit Support: Each unit costs one shield per turn.
- Settler Support: Two food per turn.
- Special: Entrepreneur; Pacifical; Senate Mandate; Boom Time
- This will grow your science, your revenue, and your entire empire, all in a hurry, and can be gotten very early in the game, no less. Use this to cement your technological and fiscal advantages early on. The surplus money will help you capture Wonders faster, as well. However, corruption, waste, and unrest will eventually chip away at your empire. Also, wars are extremely difficult to manage thanks to its specials; you'll need to plan in advance to keep your citizens content while the fight goes on, or just switch governments when war approaches. Democracy will make this one obsolete.
- Republic has the "Entrepreneur" special effect. All utilized city squares that are producing at least one Trade will produce a bonus Trade as well, drastically increasing science, luxuries, and revenue.
- Republic has the "Pacifical" special effect. If a military unit is not in a friendly city, or is not in a Fortress that is within the limits of a friendly city, a citizen will become unhappy until the situation is reversed.
- Republic has the "Senate Mandate" special effect. During prolong conflicts, your senate may force an end hostilities with your warring civilization(s), as if you yourself had agreed to a treaty.
- Republic has the "Boom Time" special effect. During any "We Love The Ruler Day" period, all cities will grow by one per turn as long as there is enough food to support the growth.
Democracy
- Maximum Collection Rate: 100%
- Corruption/Waste: Zero
- Unit Support: Each unit costs one shield per turn.
- Settler Support: Two food per turn.
- Special: Entrepreneur; Anti-War; Senate Mandate; Senate Interference; Boom Time; True Patriot; Equality; Breakdown
- Between its ability to set a 100% collection rate, its complete lack of corruption and waste, and its trade bonuses, a Democracy can accumulate a staggering amount of science and revenue faster than any other government, creating immense advantages and high game scores. War is almost impossible without preparation and anticipation of unrest, but handled properly and thanks to its bribe immunities, a democracy can be tough to beat.
- Democracy has the "Entrepreneur" special effect. All utilized city squares that are producing at least one Trade will produce a bonus Trade as well, drastically increasing science, luxuries, and revenue.
- Democracy has the "Anti-War" special effect. It's a harsher version of Pacifical. If a military unit is not in a friendly city, or is not in a Fortress that is within the limits of a friendly city, two citizens will become unhappy until the situation is reversed.
- Democracy has the "Senate Mandate" special effect. During prolong conflicts, your senate may force an end hostilities with your warring civilization(s), as if you yourself had agreed to a treaty.
- Democracy has the "Senate Interference" special effect. Your senate will reject almost every attempt to make war. The United Nations Wonder will reduce the interference to 50% of the time.
- Democracy has the "Boom Time" special effect. During any "We Love The Ruler Day" period, all cities will grow by one per turn as long as there is enough food to support the growth.
- Democracy has the "True Patriot" special effect. With this, your units and cities are completely immune to bribes.
- Democracy has the "Equality" special effect. A Courthouse city improvement will make one Citizen happy.
- Democracy has the "Breakdown" special effect. If just one city remains in Civil Disorder for more than a turn, a revolt will occur.
Goals
Your ultimate goal is to conquer the entire world, or reach Alpha Centauri via spaceship, by the year 2020. If the rival civilizations wipe out your civilization, or beat you to Alpha Centauri, the game will end and you will get your final score. If no one reaches these goals by Year 2020, the game will give you your final score, but you are free to keep playing until you conquer your rivals, reach Alpha Centauri, or are killed. If you use the in-game Cheat menu, it will affect your score.
Conquest
Conquering the world is simple; capture or destroy every single rival city on the map.
Destroyed civilizations will spawn new ones, or even resurrect civilizations that have been already destroyed. Keep destroying civilizations until they stop returning.
If you have the Bloodlust option set, this will be your only goal for the whole game.
If you have the Don't Restart Eliminated Opponents set, destroyed civilizations will stay gone after their initial destruction.
Spaceship
The Alpha Centauri goal is more unique. You must unlock the ability to create spaceship parts by learning the appropriate advances. You then must build a spaceship so that it reaches Alpha Centauri safely before Year 2020. Only one spaceship can be built at a time, however, all cities can pitch in to build parts for the spaceship. The parts you can build are listed below.
Propulsion Components: These provide the power for space flight. More engines mean the ship travels faster, reaching its destination sooner, increasing probability of success
Fuel Components: These provide fuel for the propulsion components. In order for the propulsion units to function well and the spaceship to move at decent speed, you must provide one fuel component for each.
Habitation Module: Each habitation module provides 10,000 colonists. Without colonists, the mission will obviously fail.
Life Support Module: Each life support module keeps the colonists for one habitation module alive during the journey. Without life support, the colonists for a single module will probably perish.
Solar Panel Module: Each solar panel module provides power to two other modules. Without solar panel modules, the other modules will not work.
Structure: The modules and components must all be connected via structural parts. Modules/components not connected to the spaceship are worthless.
You can check on the status of the spaceship after each part is built. It will tell you how quickly the spaceship will reach the destination, what is the probability of success, what more can be built for it, and more details.
Once you are ready to launch the spaceship, press the Launch button. There is no going back after launching the spaceship, and you cannot build another if the mission fails, so make sure the mission has a good chance for success before launching.
