Detailed instructions for use are in the User's Guide.
[. . . ] Preface & Instruction Manual
PLAYING
Once the automated installation and set-up are complete, the game is ready to play. To start: · If you want to see and hear the uninstalled video and multimedia portions of the game, make sure that the Civilization II CD-ROM is in its drive. (Note that, if you did not install the Recommended files, there will be no sound effects regardless of whether the CD is in the drive. There will be some music. ) If it is not already running, start Windows. [. . . ] You can monitor the extent of pollution throughout your civilization by watching the pollution indicator, a small icon in the STATUS window. The color of the icon depends on the number of currently polluted terrain squares and the number of turns they have remained contaminated. It indicates the extent of the risk of global warming.
GLOBAL WARMING
Global warming might occur at any time that at least nine map squares, anywhere in the world, are polluted. The probability that it will occur increases with the length of time contamination on this scale is left untreated. If polluted terrain is left unattended for too long, environmental damage occurs, as detailed under Disasters.
82
Once an environmental disaster has occurred, the cycle starts over again. The planet achieves equilibrium at the new, higher temperatures. If pollution continues or increases once more to high levels, another bout of environmental problems might occur. This cycle can repeat endlessly if pollution is not controlled.
MINOR TRIBES
Thatch-roofed hut icons scattered about the map of the world indicate the presence of minor tribe villages. These populations are too isolated, too unorganized, or too migratory to develop into major civilizations. Minor tribes react to contact with a range of emotions, from delight to hostility. There is no way to predict a village's response, but most potential responses are favorable. There is one unique situation: Air units cannot encounter minor tribe villages. Instead, their overflight scares the villagers, and the hut icon vanishes as the tribe abandons their territory in terror. Playtesters and Civilization fans alike call these hut icons "goody huts. " Here's what might happen when you move a ground unit onto terrain that a minor tribe occupies. · · Occasionally a minor tribe is sufficiently advanced, yet awed by your emissary, to immediately form a new city and become part of your civilization. On the other hand, your unit might have stumbled upon a village which has discovered an advance unknown to your civilization. To placate your emissary unit, a village might give your civilization valuable resources (gold) as a gift. Your emissary unit stirs up the young bloods in the village with his tales of valor and victory. All the impressionable warriors run off to join your army, creating a new military unit "carrying your colors. " Your emissary makes a horrible faux pas, and the minor tribe turns vicious. A random number of barbarian units comes boiling out of the terrain squares that adjoin the village. Your emissary arrives at a spot rumored to contain a village only to find the inhabitants long gone and the dwellings empty. Your unit catches up with a particularly peripatetic tribe, and impresses them with his or her goods and possessions. [. . . ] 156 space colonists bonus, see scoring Space Flight . 16, 36, 46, 77-78, 144, 176 special terrain . 38, 47, 58, 68, 87, 103, 107, 110-114, 124, 127, 179 square, terrain . 2, 6, 9-10, 13, 17, 19-20, 25-26, 32, 36, 43, 45-46, 49, 53, 55, 76-79, 82-84, 101-102, 107, 115-118, 141-142, 144, 150, 153, 172, 175 SS Component . [. . . ]