Civilization one pdf download
You may discover a scroll of ancient wisdom that advances your civilization, your magnificence may inspire them to become civilized and found a new city in your empire, or they may prove to be extremely violent barbarians. From here you control the movement and combat of units throughout the world, monitor the moves and development of other civilizations, and summon the reports of advisors.
From the map display you can examine he known geography of any part of your empire and those of your rivals. The map display consists of six parts: the map window, the world window, the menu bar, the palace window, the status report, and the unit identification window. Map Window. The large map window in the display shows one part of the world map in detail. Here you can examine the terrain, control the movements of units, scout sites for new cities, and prepare war plans.
When your civilization is just getting started, most of the world is unknown. The map is covered and hidden from view. As your units move and explore, the hidden areas are discovered and the map fills in. It is useful to uncover the world quickly to find good areas for expansion, absorb any minor tribes nearby, locate opposing civilizations, and determine likely avenues of approach by enemies.
There are a number of ways to quickly change maps and otherwise look at different parts of the world. These are described below. Interface controls are explained for using a mouse with an IBM system.
Change Maps: You can quickly scroll around the world changing the map visible in the map display. See the section World Window below for another way to quickly change maps. Center on Unit: You can center the map on the unit now waiting for orders blinking , regardless of where it is in the world.
If the waiting unit is not visible, the map scrolls so that the unit appears centered. Press the Center key. On the IBM, press the C key. Find City: You can center the map on any known city in the world. Pull down the Game menu from the menu bar and choose the option "Find City. The map scrolls and centers on the city. If you have not yet discovered the location of a city, nothing happens when you try to find it using this method.
Note that you do not need to type in the entire name of the city, just enough letters to distinguish it from any other city in the world. World Window. This window in the top left of the display shows a map of the entire world. It is centered on the part of the world currently shown in the map window.
A box is positioned on this world map colored white on the IBM to show what part is now visible in the map window. In the early days of your civilization, while most of the map is still unknown, the world window is of little help in showing where you are located in relation to other islands and continents.
Because this window centers on the map display, if most of the world is hidden, you cannot know where the polar caps are or even what hemisphere you occupy. You may be quite near one of the polar caps but not know it. After some exploration, you can better judge your location and that of your rivals. Map Scrolling: You can use the world window to speed the scrolling of the map display.
The world window shifts and the map window scrolls to center on the position you pointed to. Menu Bar. The menu bar is found across the top of the map display. From here orders may be passed to units and various reports from advisors may be summoned. There are five menus available: Game, Orders, Advisors, World, and civilopedia. The Orders menu lists any special commands that can be given to the unit waiting for orders, in addition to normal movement commands.
The Advisors and World menus have special reports that can be requested from your various advisors. The Civilopedia menu gives access to the on-line encyclopedia of Civilization. Use this to quickly obtain information on many different topics such as technology advances, military units, military units, terrain, etc. The options available from the Game menu are the following. The government goes into Anarchy for a few turns and a new type of government may be chosen. You must have acquired specific technologies to choose a government other than Despotism.
Tax Rate: The trade that cities generate arrives as luxury goods, tax revenue, and new ideas technology research. Here you can change the percentage that becomes tax revenue.
See trade rates below or more information. Luxury Rate: Change the percentage of trade brought in as Luxury goods. See Trade Rates below for more information. Find City: Choose this to locate a city in the world. Type in the name of the city you wish to find. The map window centers on the city. Options: Choose this menu option to turn on or off some game features. A check mark next to the feature indicates that it is on.
Choosing an option that is on turns it off and vice versa. Instant Advice provides some helpful hints for new players. The Autosave feature automatically saves your game every 50 turns. When End of Turn is on, a message reports the end of each turn and must be cleared for the game to continue. If you have no active units, this message appears whether toggled on or off. Animations may be on or off. Save Game: Choosing this option stops play to save your game.
On the IBM, follow the prompts for entering the drive where you wish the game to be saved. Retire: Ends the history of the civilization you now rule, calculating your score. If the score is high enough, you may enter the Hall of Fame. Note that your civilization is lost if not saved first. Quit: End the history of the civilization you rule. No score is calculated and your civilization is lost if not saved first. Palace Window. This presents a miniature rendition of your palace.
Its breath and grandeur is a description of how well your civilization is progressing. If your civilization prospers an grows, the people recognize the glory of your leadership by periodically improving and expanding your palace.
The relative magnitude or shoddiness of your palace is displayed for you, your advisors, and international emissaries to see. Status Report. The entries and symbols here report the current date and several facts concerning the status of your civilization. The normal game begins in BC. Each turn represents the passing of so many years, depending on the current date. Treasury: The amount of cash in your treasury. Population: The size of your civilization's population. Trade Rates: The three numbers separate by periods are your trade rates.
The first number is the percentage of your trade that provides luxuries. The second rate is the percentage that becomes tax revenue added to the treasury. The third rate is the percentage put towards new ideas to help learn new technology.
Luxury goods are cultural pleasures like music, art, sports, and the theater that people enjoy when they have leisure time. The more luxuries that can be provided, the more happy citizens in your cities.
Tax revenue goes into the treasury and is needed to maintain existing city improvements. Excess taxes over maintenance needs accumulate in the treasury and can be spent later.
Taxes, especially high ones, tend to make the people unhappy. The more new ideas and scientific research accomplished, the faster new technology is acquired. Each of the three by-products of trade has its benefits. As time passes and cities grow, you may have to adjust the trade rates often to provide a minimum amount of taxes and science research while keeping the population content as a whole.
By setting these two rates, the science rate is set by default. New Ideas: This scientific research indicator, shaped like a light bulb, shows how near you are to making a civilization advance.
The nearer you get, the more the light bulb fills in yellow on the IBM. When the bulb is full bright yellow , it is on, indicating that you have acquired a new technology.
Once the idea is reported and your scientists are sent off to study something else, the light bulb is turned off. As your scientists progress, it gradually turns on again. Environment: The environment indicator is the sun, and its color shows how great is the risk of global warming. When there is no risk of global warming, the sun indicator is not present.
With the first case of pollution, the sun indicator appears colored dark red on the IBM. If pollution continues, the color gradually changes on the IBM to light red, yellow, and then white. If pollution is not brought under control when the indicator is brightest white on the IBM , the planet suffers a bout of global warming and then the indicator reverts to a cooler color reflecting the new equilibrium. Pollution and environmental problems can also be caused by nuclear reactor meltdowns and fallout from nuclear weapons.
The Unit Identification Window. The information reported here refers to the unit currently waiting for orders. This is the unit blinking. If the unit is not visible, press the Center key to center the map so that it is. The following information is shown. Nationality: The name of the civilization to which the unit belongs. Unit type: The type of unit and whether it is a veteran or not. Movement: The number of movement points the unit has remaining.
If you are finished moving a unit that has movement left, press the No Movement key the Spacebar on the IBM to skip to the next unit. Note that points are shown in thirds after the decimal point when moving along Roads because Roads triple movement. For example, a unit that begins with 1 movement point and moves one square along a Road would be shown with.
Also, units beginning on a square containing a Railroad and moving along the Railroad spend no movement points. Home City: The name of the city that is supporting the unit and normally the city where it was built. This may be useful when one of your cities is threatened with capture because all units supported by a captured city are destroyed. Terrain: The terrain type of the square the unit is in. This terrain report disregards the presence of a city but does mention other improvements such as irrigation, roads, railroads, etc.
Other Units: At the bottom of this window are shown any friendly units that also occupy this square. Units within a heavy black border are fortified. Units faded out are on sentry duty. In addition you control parties of Settlers looking to found new cities, Diplomats, and Caravans seeking to establish trade routes.
Through the years a majority of your time is spent moving and positioning armies. A strong military is required first for defense against rivals and barbarians. They are also the eyes of your civilization, exploring the world as they move.
They can also serve you by defeating armies of your rivals and conquering their cities. Armies can be ground military units Legions, Cannons, and Armor for example , naval units Triremes, Ironclads, Battleships, etc. Also available are four special units: Settlers, Diplomats, Caravans and Nuclear units. All unit types available are described in the Civilopedia section Military Units.
After founding your first city, you may have the technology to build only two types of unit, Militia and Settlers. As your civilization acquires new technology, additional types become available for building. All new units that appear at the city where they are constructed and are available to be moved from that point. All units and Settlers have an attack factor A , defense factor D , and movement factor M. The attack and defense factors indicate the army's relative strength when attacking and defending.
The movement factor indicates how far the unit may move. In addition to moving and fighting, there are additional orders a unit may be given. Each turn, you may give orders to your units, one at a time.
The unit waiting for orders blinks on the map. There are several order options available: move the unit across the map up to the limit of its movement factor, skip the unit if you prefer to move it later in the turn, or have it do nothing this turn. In addition you may order most units to fortify or go on sentry duty. Fortified or sentry units no longer require orders. In future turns they carry on and do not blink, waiting for orders.
If you wish to move these units later, they must be activated individually. Moving Units: Units may be moved up to the limit of their movement factor.
The cost to enter a map square depends on the terrain. Roads and Railroads speed the movement of ground units. When a unit is unable to complete a movement order because it does not have enough movement points to proceed, its movement is finished for the turn. The map then centers on the next unit waiting for orders. On the IBM, units are moved across the map by using numeric keypad keys , but not 5. Units may be moved in any of eight directions corresponding to these eight outside keys.
For example, pressing the 2 key moves the unit one square towards the bottom of the map. This passes you on to other units waiting for orders and returns you to the skipped unit after all others have had a chance to move.
The map centers on the next unit needing orders. Activating Units: Fortified units and those on sentry duty must be activated to receive movement orders. On the IBM, place the mouse pointer on the square and click the left mouse button. This opens a menu displaying all units in the square. Click again on the icon of any unit you wish to activate. Fortified or sentry units within a city must be activated from the city display. Sentry units are also activated when enemy units move adjacent to them.
Movement Restrictions: Ground units all non-ship, air, or nuclear units normally move only on land. They may move over sea squares, but only by naval transport see below. Ships may not enter squares entirely made up of land except cities that are on the coast.
Air units may move over land and sea squares, but must land on a friendly city square or Aircraft Carrier unit to refuel. Ground units may not move from one square adjacent to an enemy army or city directly to another such square.
The prohibited square may be adjacent to the first enemy army, another army even one from another civilization , or any enemy city. Ground units may move into such a controlled square if a friendly unit is already there. Air units, ship units, Diplomats and Caravans ignore these restrictions.
Refer to the Civilopedia for specific information about these ship units. Units may load onto a ship by moving onto it from an adjacent land square. Also, units on sentry duty in a city with a ship automatically load when the ship leaves. Units aboard ship are on sentry duty. Units may unload when activated by the normal method of activation or by pressing the Unload key when the transporting ship is blinking.
On the IBM, press the U key. Combat occurs when a unit from one civilization attempts to enter a square occupied by a unit of another civilization.
When this happens a battle is immediately resolved, resulting in the destruction of one army or the other. When more than one unit is in the defender's square, the unit with the highest defense strength defends. If it loses, then all other armies stacked with it are destroyed as well. Successful attackers that have a full movement point remaining after combat may continue to move normally. The important factors in combat are the attack and defense strengths of the combatants, the presence of veterans, the terrain occupied by the defender, and any defensive improvements in the square.
After all of these factors are considered, the combat is resolved as a simple calculation. If both units were veterans, the odds are 6 to 3. If both are veterans and the Phalanx was behind City Walls which triples the defense factor , the odds are 6 to 9.
Shore bombardments, city attacks, nuclear attacks, and bribing enemy armies are special types of combat. Attack Strength: The basic attack strength of all armies.
This full strength is brought to bear so long as the army has at least one movement factor remaining from movement. Armies with less movement available may still attack but are penalized. Armies with high movement rates may make several attacks each turn at full strength.
Defense Strength: The basic defense strength of all armies. Armies become veterans when built at cities containing the Barracks improvement, or they may become veterans after winning a battle.
Terrain: Many of the world terrain types increase the strength of defenders. An army that has any movement points remaining may be ordered to fortify on any land square by pressing the Fortify key the F key on the IBM.
Improvements: Armies within a Fortress have their strength doubled after all other modifications. Armies inside a city with City Walls are tripled in strength. Cities protected by City Walls do not suffer population losses. Attacking Cities: When a defender in a city is destroyed by ground attack, other defending units present are not destroyed.
However, the population of the city is reduced by one point unless the city is protected by City Walls. Population loss does not occur due to naval or air attack, but is affected by nuclear attack. Shore Bombardments: Naval units with attack factors, other than Submarines, may attack enemy armies on adjacent land squares, including cities. Naval units in cities may defend against attack.
Nuclear Attacks: Nuclear attacks occur when a Nuclear units attempts to enter a square occupied by enemy units or an enemy city. In either case, all units, regardless of civilization, in the target square and adjacent squares are destroyed.
In addition, a city loses half of its population. Nuclear attack can only be stopped by the presence of an SDI Defense improvement in a city.
Additional Orders. Units may be given a number of other orders besides movement and combat caused by movement. Settlers and Diplomats may be given unique orders explained later. Go To: Orders an army to proceed to a destination square as fast as it can. The army continues moving turn after turn until it arrives.
Home City: Orders a unit to change its home city. Air units in flight may use this key to move to the nearest friendly city. Press the Home key while the unit is in flight and it immediately moves to the nearest friendly city or Aircraft Carrier.
If the air unit does not have enough movement remaining to reach the nearest base, it crashes instead. Sentry Duty: A unit on sentry duty is marked by a faded icon on the map. It no longer blinks each turn waiting for new orders. Sentry units are activated as explained above.
Sentry units automatically board any transport ship that leaves a city they occupy. Disband: This order disbands the unit receiving it, removing the unit from the map and city records. Pillage: The first time this order is given, any terrain improvements irrigation or mines are destroyed. Further pillage in the square destroys railroads, if present, and then roads.
For example, it takes three turns of pillaging to remove all Improvements from an irrigated square containing a railroad.
Settlers are groups of your most resourceful and adventurous citizens. As independent pioneers they perform two critical functions for your civilization: they found new cities and serve as engineers.
The Settler disappears because the people is represents have become the population of the new city. However, in the future the new city can be ordered to produce more Settlers that can be used to found additional cities. The Build order can also be used to grow an existing city.
Move a Settler into an existing city and press the Build key. The Settler is absorbed into the city, adding one point to its population.
This may be useful when one city is limited in its ability to expand. This city can be used to produce Settlers who migrate to a larger more useful city where the Settlers can be put to work. However, Settlers may not be added to cities that already contain ten population points or more.
Settler Engineers: Settlers can make a number of agricultural and industrial improvements for your civilization, acting as engineers. Place the Settler in the square where the work is to be done and press the correct key see the box below.
Note that your civilization must possess certain improvements can be built. Diplomats are unique units that can be very useful to your civilization. They may act as trade missions, ambassadors, envoys, secret agents, and saboteurs. They can open contacts with other civilizations and establish embassies to gather information about your rivals.
They can act as spies, stealing information and otherwise disrupting your rivals. They can bribe enemy armies. When your civilization obtains the technology of Writing you can build Diplomats. Be aware that enemy Diplomats can be used against your civilization.
Diplomat Movement: Diplomats may move past enemy armies without stopping. However, if any enemy military unit enters the square occupied by the Diplomat, the Diplomat is always destroyed.
Diplomats may travel overseas as other armies do. Diplomats and Caravans are the only units that can enter defended enemy cities. You can see what armies are defending it and what improvements have been made. When you clear the city screen press the Return key or either mouse button on the IBM , you return to the map display but your diplomat has been eliminated. Establish Embassy: This Diplomat establishes official contact with the other civilization and continually reports thereafter its type of government, treasury, the name of its capital city, treaties with other civilizations, states of war, and technology advances the Diplomat uncovers.
Lists by historians of outstanding civilizations only include those with whom you have established embassies.
It is only necessary to establish an embassy once with any civilization. Steal Technology: Your Diplomat steals one technology advance from the other civilization. This can only be done once per city and your Diplomat disappears in the process his cover is blown. If you have already stolen from this city, the Diplomat loses its turn. Industrial Sabotage: Your Diplomat destroys either the item currently under production by the city or one of the city's improvements.
You cannot control what is destroyed. The Diplomat is lost in the effort. Destroying a critical improvement may throw the city into unrest Temple, Cathedral , weaken its defenses City Walls , or cut its production Factory.
Diplomats never destroy Wonders of the World. Incite a Revolt: Your Diplomat contacts dissidents within a city and for a suitable payment the city revolts and joins your civilization. The payment to revolt depends on the size of the city and its proximity to the civilization's capital. Also, a city in civil disorder revolts for less. Your Diplomat is lost in a successful revolt but escapes outside the city if you refuse to pay the cost. The revolt also fails and your Diplomat survives if you don't have enough cash.
Enemy capitals do no revolt. Meet With King: Your Diplomat opens negotiations with the enemy ruler. This may lead to offers for trading technology or for making treaties.
Your Diplomat is not lost. Bribing Enemy Units: You may convince an enemy unit to defect and join your civilization by moving a Diplomat into its square. A menu appears showing how much the army demands to defect. If you accept, the cash is deducted from your treasury, the army switches over, and the Diplomat survives. If you fail to make the payment, the Diplomat left on deposit is lost. When more than one enemy unit is in a square, bribery is not possible.
The nearest friendly city becomes the home city for a newly bribed unit. Caravans are shipments of trade goods and materials. Over time they represent camel caravans, wagon trains, truck convoys, and cargo containers. They may be used to establish trade routes between cities or to transfer resources for the construction of Wonders of the World. They become available once you have achieved the technology of Trade. Trade Routes: A Caravan that enters any city of another civilization or a friendly city ten or more squares away from its home city may establish a trade route.
This results in an immediate cash payment for delivery plus an increase in trade generated each turn. This increased trade means more luxuries, taxes, and science for the home city. Each city may have up to three functioning trade routes. If more than three are established only the best three function. The amount of trade generated depends partly on the size of the two cities.
Bigger cities generate more trade. Trade is best with a city in another civilization. Next best are friendly cities. The farther apart the two cities are, the greater the value of trade. The value is also increased when the cities are on different continents. Caravans can move into any city they can reach. When at war it may be difficult to smuggle goods into an enemy city without being destroyed. Caravans may be transported overseas in ships as other units are, but cannot be landed into an enemy city directly from a ship.
Building Wonders: A Caravan may contribute its construction cost in resources to the cost of building any Wonder of the World by moving the Caravan into the city where the Wonder is being built.
When the Caravan enters, a menu offers the choice of contributing to the construction or not. If you decide to help build the Wonder, the Caravan disappears and the resources needed to build it are added to the production of the Wonder, speeding its completion.
Military Units. The following are the military units that can be built by your civilization. There is a brief description of each unit, including any special abilities. The three numbers shown after the unit's name are its attack, defense, and movement factors. In parentheses after the name is shown the advance required before each unit can be built.
In brackets is shown the number of resources it takes to build each unit. Armor the Automobile [80]: a group of tanks or other armored fighting vehicles. Due to its high attack factor and speed, Armor is one of the best units for conducting ground campaigns. Artillery Robotics [60]: a group of self-propelled, heavy caliber artillery pieces. Defenders are not tripled behind City Walls when attacked by Artillery because the guns fire over the walls. Battleship Steel []: a heavily armored and gunned warship.
Battleships have a visibility range of two sea squares and may conduct shore bombardments. They may not carry ground units. Bomber 16 Advanced Flight []: a group of long-range aircraft designed to carry and drop bombs. Bombers may stay airborne for one turn but must return safely to a base a friendly city or Carrier by the end of the second turn.
They have a visibility of two squares over any terrain. Bombers ignore City Walls in the same manner as Artillery. They may only be attacked by Fighters. Other units may not enter a square occupied by a Bomber, so they are useful for interdicting enemy movement. Cannon Metallurgy [40]: a group of carriage-mounted, smooth-bore cannons.
Cannons are excellent units on the attack and their arrival often opens a new round of offensive wars, especially when accompanied by Riflemen who can stack with them for defense. Carrier Advanced Flight []: an aircraft carrier is capable of acting as a base for Bombers, Fighters, and Nuclear units. Carriers may carry up to eight air units and have a visibility of two sea squares. Catapult Mathematics [40]: a group of siege weapons designed to throw rocks and other materials with great force.
Useful in the defense and attack of cities, but are weak when left alone on defense. Cavalry Horseback Riding [20]: a unit of mounted soldiers. Cavalry are useful as scouts and raiders because of their speed. Chariot the Wheel [40]: a group of light carriages, normally mounted on two wheels and each carrying a driver and warrior. Chariots are a powerful weapon on the attack but very weak on defense.
They are also useful as scouts because of their speed. Cruiser Combustion [80]: a very fast and moderately powerful warship. Cruisers have a visibility of two sea squares and may conduct shore bombardment. Fighter Flight [60]: a squadron of fighter aircraft. Fighters are useful as scouts and for attacking enemy Bombers.
Fighters must return to a friendly base by the end of each turn. Frigate Magnetism [40]: a fast sailing warship armed with a substantial number of guns. Frigates may carry up to four ground units. Ironclad Steam Engine [60]: a fast, steam-powered ship armored with iron plating.
I ended up using dosbox and played the DOS version. It turned out I had to edit install. Once I did that, I was able to install and play the Windows 3. It is so much better than the DOS version, since you see so much more of the map Lappis -1 point. MK 1 point Windows 3. Hey guys, quick tip. Which means you just need to install the Windows 3. X version of this game or any other really and just open it through this emulator, no need for DOS Box or any other Virtual Machines, its super useful.
I tried it myself on my laptop that runs Windows 10 64 bit and have no issues playing the whole game on my desktop! Sergey 0 point. Vertigo 1 point Windows 3. Tried compatibility, tried patching, tried a tonne of googling, no success so far. HI 0 point DOS version. Greg 17 points DOS version. WAR points. Waxen Vittharr -2 points. Steve da Balls -3 points. This is an awesome game!
I still get a kick out of having chariots around and fighting in Alpha points. Minha deliciosa Renata Hass Deixe esse idiota o quanto antes. Wayne 35 points. Mac User -6 points Mac version. Can play in browser mode but always freezes around Classic gem!!!
This game marked an era!! It's the best front-end for Dos. You just select "add game" and then "import archive file" and the installation is done in a few secs! Just google it and get it in a few secs! No command lines and no difficulties at all :. Paul -2 points Mac version. Ayoyub -6 points DOS version. Kush 0 point DOS version. I can get the game running. C0d3W01f 3 points DOS version.
This website is great! Thank you to whoever put this on here! I really enjoy playing this game! Watch out for the nukes of Ghandi! Skybuck 1 point. Google "tutorial install ms-dos 6. Maybe you will find might tutorial, it is mind blowing.
Then you can boot ms-dos from usb, awesome. Why is this game missing civs? Is this some sort of shareware version? Skid Row -9 points. KC -1 point. So many patches, and above it says to run one patch after another patch is run How to play Patch But still somehow is a "great game".
I don't get it. Cube Teh Robot 1 point Amiga version. It Download like 19 different folders with the same thing in them even tho there different sizes! Which one should i use? OSH 0 point Amiga version. My Nemesis I played it recently on Emperor level and only one year was needed to win it…. Nick 0 point. If you're getting the copy protection quiz come up and want to remove it - look up JCivEd and use that to patch the exe with the "no quiz" patch to remove it.
I'm playing this currently online, here on this abondonware site, on a mac laptop, no mouse. I've figured out all the commands, except how to go into a city and change what I'm building say, for example, off of militias and onto choosing to build settlers. I simply cannot figure out the commands. Francesca Bush. Nickname 2 points DOS version. Is there command arguments for selecting graphics, sound and control choices? If possible, I'd like to avoid the "1 4 1" every time.
Bonus if there is an argument to load menu right away instead of waiting for input. Without input it shows an how-earth-came-to-be animation first, and only at its end does the menu load.
Civgamer -2 points DOS version. How can I get all the available nations? I can not find americans, english, egyptian, greek, aztec and chinese in the list Rouge 0 point. First, thank you to the person who gave me the way to take DOSbox full screen. II started playing it on my sister's computer and liked it. She went shopping for a copy for me. After failing to find it at halk-a-dozen stores, she finally found one last copy. Have I really been playing it for some 25 years?
She also had Civilization 2 but I didn't like it as well. My hard drive failed recently and my Windows 10 computer is running it in DOSbox. I've saved a game but the computer can't find it. It looks on the C: drive and brings up a series of. I'm beginning to wonder if the wrong version was put onto this new computer because I was running the same version under Windows 3.
Will it run on Windows 10? Hope so. I noticed that I can download that version here. How long should it take at Also, Oregon Trail sounds interesting. Can I run that? Akari-Kion6 -1 point. Isn't that bad actually for a '91 game. Probably the better of out Sid Meier's Civilization 2. Space man 0 point. Ruan 0 point DOS version.
Can anyone please email me the manual for the first DOS Civilization? It doesn't help when you give the manual and the game the same exact zip file name. They are both "sid-meiers-civilization. Other than that thanks for all the work. Just User 2 points. OMG I never managed to pass middle ages I am trying the early version on a samsung chromebook cursor doesn't seem to work try keyboard only and can't find command to get into my city to change or buy something in queue Spilling out Militia until AD before my city is reduced and the program goes into city.
Boring, so cannot even read as fiction. Sep 06, Chris Stevens rated it really liked it. The problem with the book is NOT the investigation of the subject matter, nor the subject matter itself which I shall come to in a moment- but rather it is the quality of the authorship.
Graham Hancock would have written this book so brilliantly it would have by now been made into a film. Unfortunately, the authors have fallen into the trap of solving a very real mystery before revealing any real evidence of one.
In addition, their level of historicity is Wikipaedian in style and shallowness, whi The problem with the book is NOT the investigation of the subject matter, nor the subject matter itself which I shall come to in a moment- but rather it is the quality of the authorship.
In addition, their level of historicity is Wikipaedian in style and shallowness, which puts the authors to shame. Unfortunately, this sense is amateurish ness makes one wonder if the rest of the very real interesting stuff is likewise made up from the vestiges of Hancocks waste paper bin.
Which is a shame. To misquote Schiller " this sounds so stupid it must be true" , might be applied to the basic hypothesis of the authors, namely that the weights and measures we use today are related to those used during the neolithic period, and that such neolithic measurements show evidence of knowledge of the earth's circumference is really too interesting to have been left to these Wikipaedophiliac authors to explore.
I, personally, agree with those who say the book is unreadable. Wheres Graham Hancock when you need him? A case for revising human history. Definitely a very eye opening and informative book. It outlines in a very logical and verifiable fashion the origin and rational for our existing systems of measuring time and space - simply amazing how it is all connected.
A very good case is made for a very advanced civilization existing prior to the Sumerian and Egyptian cultures. A very strong case in deed for the need to revise human history. Feb 17, Anthony Yvonnica rated it it was amazing. Excellent book. Very though provoking. Very believable. Easy to read. I'm not smart enough to understand this book.
Apr 23, Christine rated it really liked it Shelves: ancient-civilizations. To be honest, I thought this was going to be a boring book, I was definitely wrong! Jun 13, David Tangredi rated it really liked it. When I started reading this book, I didn't know anything about it.
It quickly caught my interest and then kept building upon that interest. The information portrayed, the theory presented, is well represented and sound.
If you have any interest in pre-history or the megalithic structures and their builders, give this a read! I love pseudoscience, the more ridiculous the better, but this was pretty dull. It had great promise, and even the hint of ancient aliens, but it spent most of its page count faffing about with inaccurate maths to crowbar in a ludicrous claim. I'm all for ludicrous claims ib pseudoscience books, but this was tedious. Having said that, when a book which is claiming to have serious mind blowing conclusions that will shake the scientific community to its core uses such incredible sources of informat I love pseudoscience, the more ridiculous the better, but this was pretty dull.
Having said that, when a book which is claiming to have serious mind blowing conclusions that will shake the scientific community to its core uses such incredible sources of information as the BBC news website, and Microsoft Encarta , it's got to be given some credit for craziness. Also the author is apparently a freemason.
Feb 04, Jacob rated it it was ok Shelves: history. The authors promote an idea that there was once a universal unit of measurement based on the circumference of the earth. It was used by ancient man prior to any known civilization.
It is, through a complicated and maybe not correct way, connected to the Minoan Foot. It may or may not have been the precursor to the metric system. The megalithic yard was discovered by measuring henges around the british isles and realizing they all we The authors promote an idea that there was once a universal unit of measurement based on the circumference of the earth.
The megalithic yard was discovered by measuring henges around the british isles and realizing they all were formed to a common unit. They tie into the units of measurement for just about anything, volume, time etc. Feb 13, James rated it it was amazing. You might find this book a revelatory experience. It tracks a commonality of measurement, starting with the megalithic stone circles of the British Isles, to the "Minoan" culture of Crete, to Egypt, India.
And, moreover, how that measurement translates into time, and our modern systems of weight and volume. Fascinating stuff. Highly recommended. There's a section about how Thomas Jefferson was "unknowingly" recreating the same ancient process - using pendulums - to try and standardize a "unit You might find this book a revelatory experience.
There's a section about how Thomas Jefferson was "unknowingly" recreating the same ancient process - using pendulums - to try and standardize a "unit system" for his new country. And how he found some of the same historical pathways. The book also talks about the Sumerian base system of time we use today, and how that comes from this way of measuring. And much more. Deserves a rating of 4. Fascinating and easy to read explanation using mathematical analysis of various measurement systems to support a conclusion that there was a highly advanced people who predated the Sumerians and the Egyptians and provided them with knowledge of measurements distance, volume and time that enabled much of their buildings and other advances.
Jan 27, Roopkumar Balachandran rated it really liked it. This book is about relating the Megalithic builders measurements degree circle to Sumerians degree circle. The book is full of calculations. I thought that this book is about hidden history but it is not. And the author Christopher Knight is a free mason, I expected some light to shed but the author allotted only few pages on Masons.
Feb 02, Robin rated it liked it Shelves: non-fiction , Very interesting theorems. I enjoyed reading this books quite a bit, but as other have said, it kind of trails off after about the half way point. Demoting it from a four star read. I'd like to see more studies into this topic.
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