At the start of the game you can see only a small area surrounding your settler. That's all you know of the world. Your first task is to construct a city and build a warrior unit. You will then send this unit to explore the brave new world. It's also a good idea to construct a galley unit as quickly as possible to explore the oceans as well.
Terrain Types
There are eight different terrain types in CivRev. Some terrains are especially useful to neighboring cities, while others provide military bonuses to units occupying them.
Note that certain buildings will significantly increase a space's output. A Trading Post, for example, will increase a desert's trade output from 1 to 3. See the building list at the end of this manual for more details. The terrains are: desert, forest, grassland, hills, icecap, mountains, plains, sea (coastal), and sea (deep). See the end of the manual for details on each.
In addition to terrain, some spaces also contain "resources" that can be particularly valuable to a civ that has the knowledge to properly exploit them. However, if the civ lacks the necessary technology the resource is useless to it.
For example, say that a city is constructed next to a hills space containing aluminum. For many centuries that resource provides no benefit for the city; however, once the civilization learns the Mass Production tech, the aluminum will provide a maximum +4 production bonus to the city!
However, even if the civ knows the necessary tech, the civ's ability to fully exploit a resource is limited by the civ's overall advancement.
1. An "Ancient" civ can get a maximum bonus of +2 from a resource
2. A "Medieval" civ can get a maximum bonus of +3 from a resource
3.An "Industrial" or "Modern" civ can get up to +4 from a resource
See "Game Eras" on page 49 for more information regarding these advancements.
Resource List
The resources in the game are: aluminum, cattle, coal, dye, fish, game, gems,
gold, incense, iron, marble, oak, oil, oxen, rubber, silk, spice sulfur, uranium,
whale, wheat, and wine. See the end of this manual for details on each resource.
Units attacking targets on the other side of rivers get a -50% penalty to their attack strength. Note that this penalty does not apply to artillery units (catapults, cannon, and artillery) or air units.
Civilizations can construct roads between cities (see "Cities" below). It costs one movement point to move any distance along a road to a city. Note that units from any nationality can use a road, not just units from the civ that constructed it.
Back to Contents