[an error occurred while processing this directive]
[an error occurred while processing this directive]

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

Pollution Almost Eliminated...
Sir, we have almost eliminated our civilization's pollution

'Genetic' Monument Screen
Genetic age monument screen.

Battle Screen Example
An example of the battle screen.

OVERCROWDING
Overpopulated cities become unhappy more quickly and are more severly 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
Crime occurs as a result of unhapiness. When the happiness of a city drops to a certain level, citizens begin stealing food and prodction to survive horrible living conditions. You can reduce crime by building a Courthouse.

GOODS
Tiles with goods can be worked to cllect 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 ormore 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 charginf 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.

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 UNIT 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 attcked 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.

Back to Preview index page | main Features page

[an error occurred while processing this directive]