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CIVILIZATION:CTP PREVIEW
PART 2: PAGE 7

The government type is not the only thing that affects your civilization globally. Civ1/2 had the distribution between taxes, science and luxuries. CTP has work hours, wages and rations. Work hours affect production(more hours=more production), wages affect the money that goes to science and your treasury(smaller wages=more money available for other things) and rations affect your civ's growth(smaller rations means more food to be stored for the growth of your cities). All factors affect happiness. For example, smaller wages means less happiness. Since any changes take effect immediately, you have more flexibility on where your efforts are targeted without the need to change your government.


A cavalry in a space orbit city? If you don't desband it for 400 years, yes...
Speaking of happiness, it is also affected by other things. Overcrowding(too many people) which can be solved with city improvements like the aqueduct, war discontent(when you are at war of course) which might be smaller or less depending on your government, conquest distress in enemy cities that you capture(but this goes away as time passes) and finally pollution.

What happens in case of unhappiness? Well, if you're not careful cities will riot, and if you're totally messing things up the cities will revolt and create their own civilization. You will normally not have revolts often, but there at least two cases when you might be surprised. The first is if your capitol is captured, which causes major unhappiness in all cities until you build a new capitol somewhere else. The second is if you build the AI Entity wonder which eliminates unhappiness but there is a very small possibility that the AI Entity, which makes all your citizens content, will revolt and form a new nation with several cities of your empire. I built it once, and it did revolt! How's that for being unlucky? :)

VIII) DIPLOMACY

Anyway, I know a reason why we are all a bit unlucky. And that's diplomacy. Activision made several small steps forward and big backwards.

The steps forward are the new choices. You can now demand from another civ to attack someone else, to stop trading with someone else, to stop pirating your trade routes, to stop trespassing in your territory and to reduce pollution. Especially for that one, if you want to be more gentle, you can do a an "eco pact", a treaty with which the two sides agree to reduce pollution. As for what you can exchange, it's the same, maps and advances. With advances, you now get a list of what you have and he hasn't, and the opposite. I'm sure that's something lots of people have asked for.

PAGE 6
VI) COMBAT(CONVETIONAL/UNCONVETIONAL)
VII) CIV MANAGING: GOVS/GLOBAL SETINGS/HAPPINESS
PAGE 8
IX) TRADE
X) MULTIPLAYER
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