Continued from part 1.

All distribution, copyright disclaimers displayed in part one of this 
document apply to this part as well.

[2-11]: Wonders of The World
===========================
        [2-11-1]: Must Haves
        ---------------------

                Pyramids, Great Library, Leonardo's Workshop, 
		Michaelangelo's Chapel, Women's Suffrage,
		Hoover Dam, Great Wall.

        [2-11-2]: Nice To Haves
        ---------------------

                King Richard's Crusade, Oracle, Copernicus's Observatory, 
                Magellan's Voyage, SETI project, Eiffel Tower, Statue of Liberty,
		Cure for Cancer, United Nations.

        [2-11-3]: Not Really Bothered
        ---------------------

                Hanging Gardens, Lighthouse, Shakespeare's 
                Theatre, Marco Polo's Expedition, Apollo Project, 
		Manhattan Project, Sun Tzu's Academy. 
 
        [2-11-4]: Exceptions
        ---------------------

                This may alter slightly depending on the environment. 		For example if you have lots of small continents in 		your world the Magellan's Voyage and Lighthouse become 		more important.

        [2-11-5]: Wonder Denial
        ---------------------

                Of course by having a Wonder yourself you deny anyone 
		else from having its benefits. This is particularly
		important for certain Wonders, like United Nations.
		It's incredibly frustrating to have to stop fighting
		because the other side has this Wonder ! 
                (Or to struggle to research a technology only to have 
		your enemy acquire it from his Great Library!)

        [2-11-6]: Obsolete Wonders
        ---------------------

                Be careful about the technology you choose in order to 
		avoid accidentally making one of your critical Wonders
		obsolete too early. Metallurgy for Great Wall and 		Mobile Warfare for Leonardo's Workshop are the critical 
		ones.

        [2-11-7]: Specific Wonders
        ---------------------

                [2-11-7-1]: The Great Wall
                --------------------- 
                        If you have the Great Wall - remember to 			prepare for it's obsolescence. There's nothing 			quite so unpleasant as being attacked by 			another civilisation only to have all your 			cities lose their walls because some SOB
			discovers metallurgy ! 

                *2-11-7-2*: Leonardos Workshop
                ---------------------
                        A note on Leonardo's workshop. It does not 
			immediately upgrade all your troops - that only 			happens when you gain a technology. So when you 			build Leonardo's workshop all your units get 			upgraded. And when you gain a 
			new technology Civ2 checks to see if your units 
			should be upgraded. But if you gain control of 			other units (except by building them) - for 			example through bribery - these are not 			upgraded until the next time you gain a 
                        technology advance. Another effect of being 
			upgraded by Leonardo's Workshop is that any 			veteran units lose their veteran status - even 			if they're in the city with a barracks.

		*2-11-7-2-1* Evolutionary Paths
		------------------------------
		[rad@via.East.Sun.COM (Bob Doolittle)]

		These are some of the upgrade paths units take. Any 		further contributions gratefully accepted.

		Horsemen -> Knights   ->            Dragoons -> Cavalry
                		                    ^
		Chariots -> Elephants -> Crusaders /

		Settler -> Engineer (explosives needed to evolve)

		Phalanx -> Pikeman -> Musketeer -> Rifleman
		Legion            -/

==============================
-SECTION TWO- STRATEGIES
==============================

-------------------------------------------
CHAPTER[5]: The Early Game
-------------------------------------------

[5-1]: Expand Rapidly
===========================

        Build lots of cities quickly. Forget about building an army or 
garrisons and build settlers. On Emperor level this is easy because you 
don't get any discontent until your third citizen and by building lots 
of settlers you ensure you don't have cities that big. On Deity level 
it's harder because the second citizen is discontented. The plan here is to still build lots of settlers quickly - but take the occasional break to build a garrison or temple to keep the citizens quiet.

        The sole exception to this is if you find yourself on the same 
continent as another player. In which case the priority is to kill them 
as quickly possible. Do *not* build up first - they will be too !!
 
[5-2]: Build Roads
===========================

        Always build at least one road or irrigation with each settler 
before building a city. Roads are important early for the trade boost 
you get. Otherwise you'll run out of money !
 
        Once you have 5-6 cities established begin to build roads 
connecting them - both too increase the speed of response of your armies 
and to improve trade.

[5-3]: Establish Your Borders
===========================
 
        Seal off your continent as quickly as possible ! Along with 
destroying any other civilisations you find on your continent you should fortify units on its land borders as soon as possible to prevent others moving in and thereby giving yourself exclusive access to the continent. 

        If you're playing in the real world then Africa is one of the 
easiest continents to achieve this in - simply fortify a unit (and build fortification when possible) at the Suez canal to prevent access to the whole of Africa. (The Americas comes a close second - because you have an ocean to separate you. The disadvantge is a lack of opportunities to trade technology with other civilisations.) 

[5-4]: Change To Monarchy
===========================
 
        The most important early advance to get is Monarchy. Despotism is just too inefficient for you to get far with it. Although it is OK for the early turns because of the reduced maintenance you pay for units.

        "Get into Monarchy ASAP. Then once you have monarchy start 
irrigating the hell out of your land. At this point, pump up the 
population with a We love the ___ celebration. Boost the luxary rate to 
get all of your cities into We_Love, and let this go for a few years till they hit the aquaduct wall at size 8. Then reset the tax/science rate, build aquaducts and temples, etc, and then have another celebration and boost your cities to size 12. Once you research sewers, you can have another sale.

        "Of course, to have such large cities, its necessary to have 
Mike's chappel (sp?) and other people pacifying Wows."
[jthibeau@wellfleet.com (John Thibeault)]

[5-5]: Republic Costs
===========================
 
        Be careful about switching to Republic too soon. If you have lots of settlers around (as I suggest) then you'll quickly starve them 
because of doubling of food support. It's important to build Michelangelo's Chapel before switching to Republic or
the cost due to unhappiness can be great.

        "I am playing on the King Level, and I recently switched from 
Monarchy to Republic.  I had a bunch of cities, ranging up to size 14 
(captured from the Babylonians), and I immediately had problems with 
famines. I did not have many cathedrals (the evil Yanks had built 
Michelangelo's Chapel), and popularity was a problem.  I then switched to Communism, and I am awash in food.  During my brief stint as a 
Republican, I lost several engineers to the famine.  As a Commisar, I am building new engineers and am growing my population.  Long live Marx 
(Groucho, that is)!"
[zcbag@cnfd.pgh.wec.com (B. Alan Guthrie)]

[5-6]: Trade, Trade, Trade
===========================

        With the exception of one or two critical technologies I always 
trade everything I can. This is because unless you have a commanding lead over all other civilisations the others will trade amongst themselves and you'll lose out.  Don't trade a techology that allows construction of Wonder you want to build. Unless it's for a technology that allows construction of a more important Wonder that you won't acquire for a while.  

[5-7]: Wonders of The World
===========================

        Wonders To Build. The ones to go for are: Pyramids, Great Library and Great Wall. Some people also adivse Hanging Gardens and Colossus - but I wouldn't bother - there' better stuff.

The Great Library is a good wonder to build early.  You can usually pick up quite a few "base level" early to give your civ a technological edge. Additionally you'll prevent the other civ's from picking up easy advances off your back through denying them the Great Library.

The only other ancient wonder of  significant value is Colossus to give your science city an early boost.  Pyramids is made obsolete by the fact that the best strategy for growth is gaining We Love ? Days in your cities which Pyramids or granaries for that matter play no part of.

        An Alternative Point of View from jthibeau@wellfleet.com (John 
Thibeault)

        "Initial WoWs to get are the Colossus, as this is a great boost
for trade, cash and research. Then go for the Great Wall, then the
Great Library, as a defensive measure to keep this thing out of the
hands of the Ai civs. My latest game on Emperor level (7 civs) I have
my capital building the Wow's, and 3 cities feeding it with caravans, and I have managed to just squeak by in building these Wow's (plus the 
pyramids) before the Ai civs have. It is important to get the Trade tech pretty early, so you can use caravans to beat the Ai at making WoW's. The Ai cheats by 'buying' Wows a little at a time each turn, and they seem to be able to generate more cash than the human player can. The Great Library will not help you if you are in the lead, but I feel that it is vital to keep this thing out of the hands of the AI civs.

        "Another strategy concerning the Great library is to destroy it! 
Find the city that the AI has built it in, and keep attacking the city 
(without capturing it) till the city is reduced to pop 1, and then 
destroyed. No more library!  =)

        "One great way to wage war while in a republic or democracy is to have both King Richards crusade and Shakespear in the same city. This city can then support quite a large army in the field. My last game (King,7) I had both of these in a sixe 19 city, and had an army of 36 Dragoons in the field, just waiting for the Ai civs to break those 
treaties!! hehe"

        "Has anyone researched for the "Great Library" right away, then 
put your efforts and taxes into producing big cities, all the while your getting tech from the library???" [schollr@esc.ccsd15.k12.il.us (Ryan 
Scholl)]

*5-8*:  Build a Science City
===========================

A principle founded in Civ1 and still holds true in Civ2.  Select a city site with good potential for trade (usually one with plenty of rivers and a trade special).  Concentrate your growth and trade efforts around this city by roading and irrigating the area.

Build a temple early and don't produce settlers from this city as you want the population to grow as rapidly as possible.  Look to build science wonders and improvements in this city to maximise scientific research.  ie. Colossus, Copernicus' Oberservatory,  Isaac Newton's College,  Library and University.  

Additionally build caravans from other cities and set up trade routes to the science city.  Don't underestimate the value of trade routes.  They can be a great source of income and research particularly in the mid to late game.


-------------------------------------------
CHAPTER[6]: The Mid Game
-------------------------------------------

[incomplete]

[6-1]: Get Outta Here
===========================

        Regularly insist that anyone you have a peace treaty with 
withdraws their troops (if they're imposing). 

[6-2]: Trust You Again ?!?
===========================

        If a civilisation regularly breaks treaties never, never, ever, 
sign another one with them. They *will* break it again. (And there's a 
bug, at least in 1.06, that means you take the blame if someone violates a treaty with you !! Nice one MP.)

[6-3]: Wonders of The World
===========================

        Wonders to aim for are: Michaelangelo's Chapel and Hoover Dam.

-------------------------------------------
CHAPTER[7]: The Late Game
-------------------------------------------

[7-1]: Wonders of The World
===========================

        You really should be a Democracy in the late game - otherwise 
you're going to fall badly behind in production and technology. 
Fundamentalism appears to be a sound alternative but fanatics are not 
good units and technology is the only way to break the stalemates that 
can develop in the late game - and Fundamentalist governments lose 50% 
of their research (especially if it contradicts the Bible or Koran etc 
Darwin's Voyage ? Lose two technology advances ;)).

        Alternate points of view:
"Once you switch into a Fundamentalist gov't, stick with it to the end.  
Granted, you loose alot of sci. but you make it back with the cities you 
capture.  The only reason you should change back to democracy is if you 
have no idea where any of the other civs are."
[jake@gwis2.circ.gwu.edu (Jacob Daniel Walter)]

        "One common approach, which works too well IMO, is to use 
Fundamentalism to destroy all but one competing civilization, and to 
reduce that last one to a single city. Then you can gently restore your 
cities (using all the cash you get from tithes, disbanding units, and 
selling your expensive coastal defenses and city walls to offset the cost of raising the luxury rate and buying colliseums) to prepare them to the switch back to democracy." [rdclark@aol.com (RDClark)]

"I agree that Fundamentalism is too powerful. I've had several games on
Emperor and Deity level that I won simply by building lots of cities
early, getting to Fundamentalism quickly, then out-producing all the 
other civs and drowning them in cavalry, cannons and fanatics, 
accompanied by huge gangs of settlers to make roads and, later, railroads so that a cannon can be purchased outright in one turn, then in the next railroaded right up to an enemy city to attack."
[rdclark@aol.com (RDClark)]

[7-2]: Defending Your Cities
===========================

        Defending your cities. It makes sense to have a mix of units in 
your front line cities. I.e. two good defensive units plus one or two 
good attackers to take out those slow moving heavy hitters as they 
trundle up to your city walls. A barracks (for the healing capability) 
and of course city walls are a must.
 
[7-3]: Espionage
===========================

        The only way that you're going to realistically win the 
game by conquest is by using diplomats and spies to incite revolts in 
opponents cities.  Obviously this won't work against Democracies - but 
that's not a problem because the computer seems to prefer Fundamentalism 
anyway.

[7-4]: Spaceward Ho!
===========================

        Alternatively, concentrate on defending your territory whilst 
knocking you closest competitors and aim to win by building the 
spaceship. 

[7-5]: Oops - silly me !
===========================

        Unless you really, really have to have a city and can't bribe it 
(costs too much or it's a Democracy) do *not* send a spy in to plant a 
Nuclear device ! It can be quite embarassing for the whole world to 
declare war on you. Unless of course your a Fundamentalist regime and 
everyone expects the worst from you anyway :) (Didn't stop the Yanks 
bombing Libyan civilian centres though did it ? Perhaps there should be 
an extra qualifier to this: As long as no oil is involved no-one will 
care. ;))

[7-6] "The Vikings Launch..." AAAHHHH !
===========================

        If another civilisation builds and launches their spaceship 
before your ready - don't despair. Build the maximum structure, minimum 
life support etc and maximum engines and fuel. As long as you pile 
enough resources in and weren't already too far behind, your spaceship 
will fly faster, catch up, overtake and you'll win.

        (I've only been beaten to the launch twice. Both times by the 
Vikings. The first time I won anyway because of a bug in 1.0 which meant as long as you had launched a spaceship you won regardless of who 
actually got to Alpha Centauri first. The second time I won by using the above tactic.)

[7-7] Wonders of the World
===========================

        You really should be aiming to gain the following Wonders: SETI 
project and Cure for Cancer.

        Don't worry if someone else beats you to Apollo Project or 
Manhattan project because you get all the benefits anyway ! The only 
problem is if you're not ready to take advantage of these - you can be 
sure the other civilisations will be !

[7-8] M.A.D.
===========================

        How to wage nuclear war. One short answer: don't. Enemy civs do 
sometimes clean up pollution - but don't count on it. If you've managed 
to build SDI in all vulnerable cities and need to then go ahead and try a 
limited surgical strike.

[7-9] Guerillas In the Mist
===========================

        Dealing With Partisans. Guerilla Warfare really bogs the game 
down. If your opponents have this then you can probably forget about a 
quick military victory. Conversley if you have it then you're unlikely to be knocked out before you finish building your spaceship.

        "I think I have found a strategy that helps limit those pesky 
Partisans.  Partisans only appear on empty land squares within a cities 
zone of control. If you fill up all available land squares then take the city you do not get any partisans.  If you can't fill all of the squares you can at least determine were the partisan will go.  That way you can kill him quicker. I like using bombers or fighters to fill up the squares.  With fighter I send them to the square they will occupy then press 'W' to have them wait.  Take the city then move the unit.  The computer player has placed a lot of rail around his cities.  With Rail you can send a land unit to occupy a square then Press 'W' then take the city.  You can use all of the units you have Waited with to take the next city."
[nowakowsky@arc.ab.ca (Blair Nowakowsky)]

[7-10] Broken AEGIS
===========================

The earlier versions of Civ2 had a bug in it that meant the AEGIS cruiser 
did *not* intercept attacking missiles and aircraft. This was fixed in 
1.07.

*7-11* Global Warning
============================
Global warming can be a killer. If it happens you all lose.

-------------------------------------------
CHAPTER*8*: Player Tips
-------------------------------------------

*8-1* cpl@phy.auckland.ac.nz (Caton Little)
===========================================
	*8-1-1* Global Warning
	-----------------------
	Global warming appears to vanish once 15 or so cities
	have solar plants (These are *GREAT*, no recycling req'd),
	so nukes are not so annoying.

	*8-1-2* Bribery & Corruption
	-----------------------

	Bribe settlers whenever possible. The two foods they use
	will halt a cities growth altogether until you can irrigate
	...but a dozen settlers from NONE will work wonders!

	*8-1-3* 
	-----------------------
	If a big empire is just asking for a pounding, but they're too
	far away, use 3 engineers to RR one plains/grassland per turn
	right into the heart of the enemy empire. Can you say 'instant
	reinforcements'? Send a few units to the target city (base of
	operations), just to see where they go, and build the RR on the
	path they use, as the GOTO algorithm isn't always predictable.
	Always keep at least a couple of units in fortified positions
	along the RR to stop the buggers using the same trick to get
	you back. Always put 4 or 5 units in the target city, and a
	couple around it. By this stage you should be well ahead of the
	computer, and having them steal mobile warfare or adv. flight
	would be most annoying. I tend to starve/poison enemy cities to
	death (capture them at one population), they're usually badly
	placed, and not worth the effort to maintain.

*8-2* Jukka Michelsson
===========================================
	*8-2-1* The Space Race
	-----------------------

	When you notice that you are falling - or already have fallen -
	behind in military power and decide to win the game by sending
	"a man into the moon" you should never let the strongest power
	to live in peace, because they will take the advantage and
	use all his/her cities to build space ship parts. Instead,
	you should use your diplomatic skills to arrange war between
	your allies and the strongest power to keep him busy while you
	build space ships. You might want to produce some military
	units in one or two cities and give them away to your allies
	to keep them fighting. 

-------------------------------------------
CHAPTER[9]: War Stories
-------------------------------------------

                [blank]

==============================
-SECTION THREE- MISCELLANEOUS
==============================

-------------------------------------------
CHAPTER*10*: Internet Resources
-------------------------------------------
[10-1] Third party programs

        [blank]

[10-2] World Wide Web sites

        [blank]

*10-3* Other FAQs and texts

	*10-3-1*Wonder of the World
	-----------------------------
        There's a document about the Wonders available from:
	http://www.gamelord.com/civ/wow.htm (note the
	missing trailing 'l' in the URL - sic).

	*10-3-2* Shareware Civ2 Strategy Guide
	-----------------------------
	Pascale Ode is co-ordinating a shareware Civ2 strategy guide,
	those of you familiar with his Steel Panthers guide will know
	what to expect. It'll be all original material - concentrating on
	the strategy aspect and will be published at 
	http://ourworld.compuserve.com/POde/

	Current