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Manual Info


  • Manual Info

    Continuing our effort to bring you as much as info on C:CTP we can, we present some of the most interesting parts of the manual.

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    Renaissance Age monument screen.

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    Modern age monument screen.

    Military readiness

    Military readiness represents the cost of maintaining a war machine. During peacetime, units are not in training and are less prepared for battle. Much more production is required to support the units' maintenance and preparation for war. Production Cost: Depending on the Military Readiness setting(Stand Down, On Alert or At War), the Civilization will expend a certain amount of production in sustaining its military units. The production costs of maintaining a military at war is much more than one which is standing down. Benefit Full Health for Units: The benefit of being at war is that although you spend more production to support units, the units can achieve full health. When standing down, units have a maximum of 75% health. Time to Take Effect: From a Stand Down position, it takes ten turns to achieve At War status, so waging a war require some forethought. If you see an enemy preparing for a war, check your Military Readiness so that you will not be caught to late. However, standing down is immediate.

    Governments and happiness

    The government type you choose sets your people's expectations for Workday, Wages and Rations. The Civilization's government also dictates the effects of pollution and crime, modifies the rate at which Science is researched, and moderates the effects of Military Readiness. It also determines the maximum size and number of cities that you can rule effectively.

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    Sir, we have almost eliminated our civilization's pollution

    War discontent

    War discontent is unhappiness, which occurs as a result of 1) military units having left their cities and 2) military units being killed. The magnitude of war discontent depends on the government type, but the manifestation is always the same: unhappiness throughout the empire.


    Cities farther from the Capital tend to be less happy than cities neat it. If your capital is captured, your entire Civilization suffers from great distress unit you build a new Capitol in another city. Roads and other transportation tile improvements make distant cities happier as they can communicate more easily with the capital.


    The Citizens can be Workers (default, work on tiles), Scientists (increase science), Entertainers (increase happiness), Merchants (increase gold) and Laborers (increase production)

    Governments and units

    The following unconventional units can be build only under a specific government and are destroyed when the government is changed: Cleric(Theocracy), Televangelist(Theocracy), Fascist(Fascism), Eco Ranger (Ecotopia), Ecoterrorist (Ecotopia).

    Attacking underwater tunnels

    If you wish to move lad units into your sea cities, you will need to construct underwater tunnels. If any portion of the connecting tunnels is destroyed all units that are inside the tunnel will die.

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    Genetic age monument screen.

    Nanite facory

    This city improvement allows you to rush buy new items without any added cost - the amount of gold required to rush buy will be the same as the production cost.


    Overpopulated cities become unhappy more quickly and are more severely affected by changes in workday, wages, and rations. The effects of overcrowding can be overcome if you build improvements like Aqueduct and Hospital and in later Arcologies.


    Crime occurs as a result of unhappiness. When the happiness of a city drops to a certain level, citizens begin stealing food and production to survive horrible living conditions. You can reduce crime by building a Courthouse.


    Tiles with goods can be worked to collect goods, which people sell for gold. Even a single good is worth more than the gold naturally found in a hill or a gold. Good gain even more value when they are traded to a city with one or more of that good. Each good is associated with a specific terrain type: Beaver with Forest, Elephant with Plains, Caribou with Tundra, Poppies and Tobacco with Grassland, Oil with Desert, Alligator with Swamp, Sugar and Jade with Jungle, Ruby and Diamond with Mountain, Coffee and Grapes with Hill, Crab and Pearls with Shallow Water and Whales and Giant Squid with Deep Ocean.

    Conduct of assaults in battle view

    Range Phase: Battles begin with any ranged units(for example archers or cannons) firing from the second row at their opponents in the first row. The charging attackers in the front row of battle always take the the burnt of the enemy arrows, musket balls or artillery shells.

    Assault Phase: If the front row attackers can survive the first barrage of arrows, they can get close enough to vut, shoot, or beat upon their enemies, This is the bloodiest of all combat - combat to the death. In this situation, one side's front row units will always be destroyed.

    Regroup Phase: After the initial attack both sides regroup and begin again. The battle continues until one of the armies has been decimated.

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    An example of the battle screen.

    Vision class

    Most units are visible to all other units. However, there are some special units that can evade standard methods of detection.

    • Terror units include the Spy, the Ecoterrorist, the Infector and the Cyber Ninja. They are visible only to other terror units.
    • Subversive units include the Cleric, the Slaver and the Abolitionist. These are forms of stealth units. They are visible only to other subversive units, terror units and the Diplomat.
    • Trade units include the Subneural Ad, the Laywer, the Corporate Branch and the Televangelist. These units represent the use of propaganda, legal maneuvering and commercials to influence your opponents. They are only visible to other trade units.
    • Submarines, are visible only to cities with Sonar Buoys(tile improvement) or to the Destroyer, other subs, the Spy Plane, the Stealth Sub, the Crawler and the Plasma Destroyer.
    • Stealth Subs are visible only to the Plasma Destroyer, the Crawler and other Stealth Subs.
    • Phantoms(space unit) using Cloakinf are invisible to all units. The only time they run into another unit and engage in battle.

    Moving units

    The game is set at the more intuitive left-click destination mode. Some people may prefer a Warcraft-style move system, where left-click selects units and right-click indicates the destination(as this facilitates deselection). You can change this from the Options menu.

    Fortifying units

    Fortification increases a unit's defence by 50%. It takes two turns for fortification to take effect.

    General special units concepts

    Cost Gold: Using the special unit attacks cost gold - the amount depends on the type of attack.

    Chance of Success: Not all unit actions a 100% chance of success. For example, Slavers have only 75% chance of enslaving a city's citizen. If a unit fails in it's attack, it also has the additional risk(50% for the Slaver) of being caught and killed.

    City Wariness: After a special unit has attacked a city, the city becomes wary. This means that the attack is 50% less likely to be effective. Wariness caused by one special unit action affects all other special actions.

    We present the third and final report effort on some of the most interesting parts of the manual:


    You can create a monopoly in a city from any number of commodities. Here's the complete list: Alligator; Beaver; Caribou; Crab; Diamond; Elephant; Giant Squid; Grapes; Jade; Oil; Pearls; Poppies; Ruby; Sugar; Tobacco and Whales. Merely acquire a second good of a single type at a single city and you'll monopolize the product! The first good is worth 10 gold, the second worth 20, the third and fourth 30 and 40 (maximum) gold respectively.


    Five traits define a leader's personality:

    • Reliability: How loyal is the leader to friends and allies; how committed is he or she to protecting their homeland?
    • Growth Style: How does the leader prioritize increasing the number of his or her Civilization's cities or improving existing cities?
    • Aggression: Does the leader react with violence or compliance?
    • Environmental Concern: Is the leader environmentally conscious or a rampant polluter?
    • Attitude: Refers to the reaction of each player towards the other; attitude is determined over time as a result of your actions.


    A treaty is a long-term agreement between two Civilizations. There are three types of treaties:

    • Peace Treaty: This is a temporary agreement for peace between two Civilizations. Often used during wartime in an attempt to stop the bloodshed, it lasts for ten turns.
    • Alliance: This is a permanent agreement for peace between two Civilizations. Violate this and you will damage your reputation.
    • Eco Pact: This is another temporary agreement between two Civilizations in which both parties simultaneously case fire and endeavor to decrease their own pollution while monitoring the progress of the other. The agreement ends when one or the other party succeeds in returning pollution to a non-threatening level.


    If a demand is meant, an implied five-turn peace treaty is created, which if broken, will lower your reputation. In addition to what you could demand in CivII (and MGE), added to it are stopping piracy (of your trade routes), reducing pollution and stopping trespassers (foreign units to return home).


    Causes: CITIZENS (the more densely populated a city, the more likely it is to generate pollution); NUCLEAR WAR & SPACE LAUNCHES (fallout of nuclear blasts and the combustion of propellants needed to lift rockets into space) can both severely damage the ozone layer.

    Results: DEAD TILES (as the ozone is destroyed, tiles lose their resources and become completely useless -- if severe enough, it can cause enough damage to decimate a Civilization); FLOODING (first arable lands turn into useless swamps but, if prolonged and intensified, waters may rise and drown the coastlines, decreasing amount of usable land and annihilating coastal cities).

    Alien life project

    This is one of the three ways to successfully finish a game of CTP. If you achieve this, you will launch mankind into a new era of being. There are some basic steps to produce this end result, outlined below. Begin by building the "Wormhole Detector" Wonder. You will see a Wormhole appear in space, which other players will see after a set number of turns. It does not remain stationary, but while it moves slowly you must act quickly.

    • Build the Wormhole Probe unit and send it into the wormhole. Once this is done, you will be able to begin work on the Xenoform Laboratory (X-Lab for short) immediately.
    • Build the components of the X-Lab in any number of cities in your empire.
    • Once the X-Lab is built in a city, it can begin analysis of the alien DNA and perform its transcription and translation.
    • Finally, there are four additional improvements you must build before you can bring about the alien clone(!) They are the Embryo Tank (yep, where the alien gestates), Containment Field (three, in fact, in order for gestation to occur), Gene Splicers (up to three can be built to achieve maximum rate of increase for stages to progress) and finally the Extra-Terrestrial Communication Device (ECD) (six of which must be built).

    Game setup

    You've heard maps discussed before -- here are the different sizes available. Small -- 24x48 [tiles]; Medium -- 48x96; Large -- 64x128 and Very Large -- 70x140.

    You can also set the way the edge of map works. With an Earth World. the east and west edges of the map are connected while in a Doughnut World, the north and south edges are connected as well as the ones east and west.

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