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{{Header Nav|game=Civilization II}}
This chapter is a guide to ''all'' Civ and Civ-related games. Therefore every guide will include this chapter.
{{details|Civilization/Gameplay}}
''Civilization II'' is similar to the first ''Civilization]]'', with some changes to the various units, civilizations, world wonders, tile "specials" and technologies. The graphics were changed from a top-down view to an isometric representation. Rivers no longer occupy the whole of each tile along their length; instead, they are part of each topography square through which they flow, adding productive value, defensive bonuses and movement ability. The AI was improved as well, including the elimination of most random events by now making the computer player go through the same production requirements as the human player.


The game features entirely new concepts, such as firepower and hit points, and changes to some units' abilities and strengths. For instance, engineers and settlers can be automated to improve surrounding areas, but do not ignore enemy zones of control. Damaged units can now retreat to cities, where their hit points are restored. Some new units are added such as stealth aircraft.
==The goal of the game==
The precise goals of the game vary from game to game. For instance, in [[Civ:Civilization|Civilization]], there are two ways to win: launch a spaceship to Alpha Centauri, or destroy all the other nations. Every Civ game has equivalents to these two goals. Most of them have more. For instance, the Transcendence victory in Alpha Centauri corresponds roughly to the spaceship victory in Civilization.


The player has the ability to consult the 'High Council' for advice (as long as the player still has the CD in the drive). The council consists of film clips of actors portraying advisors in the areas of the military (a brawny man, often drunk, angry or both; he becomes a stereotypical American general when Modern Age is reached), economics (a smooth-talking merchant, later a snooty and suave businessman), diplomacy (in the Modern Age, a saucy femme fatale with a vaguely Eastern European accent), technological progress (a nerdy scientist), and the people's happiness (an Elvis Presley caricature, wearing sunglasses even in the Ancient period). They often argue with and insult one another, as each advisor's department demands a different set of priorities.  
As in [[en:chess|chess]], the game is divided into several phases and the ultimate goal of the game should not distract you from playing each phase properly. Checking the king without purpose is useless in chess, as is making empty threats for no reason other than to make threats in Civ. In both games, an empty threat may or may not be effective, but for it to be truly effective it must have sound reasoning behind it, and if it does not work it must not punish the player who made the threat.


There are two paths to victory (and bonus points to the score) in this game: to be the last civilization remaining or to build a spaceship and reach [[Alpha Centauri]] before any of the other civilizations. The space race can be much more difficult because there are a limited number of turns in the game, which ends in the year 2020. If the spaceship does not reach Alpha Centauri by then, the game will simply end with the current score. The player can continue playing after all civilizations have been conquered, the spaceship has reached its destination, or the year 2020, but there will no longer be any scoring. The sooner a player conquers every other civilization, or the space ship arrives, the higher the player's score will be.
==Cities and production==
Cities always produce three resources. These are usually named ''food'', ''shields'', and ''trade''. In SMAC, these are called ''nutrients'', ''minerals'', and ''energy'', respectively. In Civilization III, "trade" was renamed "commerce". In Civilization II: Test of Time, the names depend on the current game being played. Regardless of their names, they always serve the same functions. For consistency, we will refer to them as food, shields, and trade.


The scoring system measures the player's performance in the end of each game. Population is a major influence on scoring as each happy citizen contributes two points, each content citizen contributes one point, and each unhappy citizen contributes zero points. This means that higher population yields better scores. Additionally, each wonder of the world owned by the player will also add 20 points to their score. Each wonder of the world can only be built once per game. Each wonder adds different bonuses so the Player must choose carefully which one(s) they want to work on and try to build them before the computer opponents do. Each square with pollution deducts ten points.
Your cities are populated by citizens. They will work the surrounding terrain and produce goods. They also must be kept content or the city may experience civil disorder. When a city is in civil disorder, ''no'' goods are produced other than food. (In some games, rush-building during disorder is impossible, as well.)


The length of time there has been peace (no armed conflict or war) up to the end of the game also adds three points per turn, up to a maximum of 100 points, and if the player won using a spaceship, additional points are rewarded, based on the number of people who reached Alpha Centauri alive. The final score will also give a civilization percentage, based on the difficulty level the game was played at (chosen at the very beginning of the game). The higher this percentage is, the better. Finally, a title will be given to the player. Particularly good ones include "Lion-Hearted", "the Great" with the greatest obtainable title being "The Magnificent".
These are the three kinds of goods that your cities will produce:
* Food - No civilization cannot survive without food. Food will accumulate until the food box is full. When it is, another citizen will be added to the city. Each citizen requires two food per turn to survive. A citizen will never take more or less than this. If the city is not producing enough food to meet demand, this food will be taken from the food box. ''If the food box is empty and a citizen still must eat, a citizen starves and the population count will be reduced by one.'' The population count will never be reduced by more than one due to starvation.
 
* Shields - A city must procure raw materials (shields), which can then be used to build things. Your city will ''always'' be working on one of three kinds of projects:
** Unit - Build a miltary, Settler, or Worker unit.
** Improvement - An improvement to benefit the city, or a Wonder to benefit your entire civilization or even the entire world.
** Capitalization - Shields are converted to trade, usually with a heavy penalty (e.g., one trade takes four shields).
 
:Shields are added to the shield box (except in Capitalization). Shields are never removed from this box. When the shield box is full, production is complete and the unit or improvement is immediately available.
 
* Trade - Every civilization has some form of currency or barter system. You tax this trade, and the tax goes into at least one of three things:
** Tax - The taxed goods become money in your pocket. You can use it to rush-build or use it as part of a trade with another civilization, or even give it as a gift.
** Science - The taxed goods go toward improving scientific research.
** Luxury - The taxed goods go toward entertaining the populace, keeping them happy.
 
==Expansion phase==
The first phase of any Civ game is the expansion phase. Each civilization tries to stake its claim to as much territory as it can, possibly even knocking out a rival with a "rush" if possible. The details of this will differ from game to game and from player to player. For instance, in Civilization II, many players will place cities as far apart as necessary to avoid overlap, four squares being roughly optimal, while the same player may place cities extremely close together in Civilization III (sometimes even two squares apart, or one square apart in extreme situations). All games share a need to constantly produce colonizing units (Settlers in most versions, Colony Pods in Alpha Centauri).
 
==Diplomacy and the meta-game==
The term "meta-game" when applied to Civ diplomacy was possibly first proposed by Velociryx, one of the acknowledged masters of Civilization-style games. It is difficult to define this concept precisely, but it refers to idea that diplomacy is a game in itself, with its own rules and strategies, particulary in the way that three civs can interact with one another.
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