Pocket Civ
for Palm OS Classic

Lead your civilization from the dawn of recorded time through to the modern age.

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Version 16
Sep 4, 10

406K on a Palm Centro
Version History
(Changelog/Screenshots)

Supported: Palm OS 3.1+ (Palm III / Handspring Visor or any later handheld, up to and including Palm Centro smartphones)
Palm Web OS is not supported, however it's possible to run the game using the Classic emulator, with 95% compatibility


In the beginning, the earth was without form, and void.

Then came Pocket Civ!

About The Game

Pocket Civ is a civ-like game for Palm OS, having some degree of playability, but lacking many of the elements of the PC game. The ultimate goal of creating a game similar to Sid Meier's original Civilization (Civ 1) is more of an abstract destination; it's the journey that counts.

News

Sep 4, 10
Version 16 released!

In-Game Help

Information available under the in-game Help menu describes the buttons on the main screen, terrain types, etc.

GoTo

To use the GoTo feature, tap G, then use the world map (mini map) to find the general area of your destination, then tap on the main map to tell the unit where to go.

Resume Course

Got held up by some enemy units along the way to your destination? No need to GoTo again. Find it under the Orders menu.

Tech Tree


TechRequiresAllows
NoneNoneMilitia, Settlers
AlphabetNoneNothing
Bronze WorkingNonePhalanx
Ceremonial BurialNoneNothing
Horseback RidingNoneCavalry
MasonryNoneCity Walls
PotteryNoneGranary
The WheelNoneChariot
AutomobileCombustion, The WheelArmour
BankingTrade, WritingBank
Bridge BuildingIron Working, Constructionroads over rivers

TechRequiresAllows
ChivalryHorseback Riding, FeudalismKnight
Code of LawsPotteryNothing
CombustionRefining, MetallurgyNothing
ConscriptionGunpowder, UniversityRiflemen
ConstructionMasonry, Bronze WorkingAqueduct
CurrencyBronzeMarketplace
ElectronicsMetallurgy, Ceremonial BurialHydro Plant
FeudalismMonarchy, MasonryNothing
GunpowderBridge Building, PotteryMusketeers
IndustrializationMathematics, The WheelFactory
Iron WorkingBronze WorkingLegion
Labor UnionAutomobile, WritingMech Inf

TechRequiresAllows
MathematicsAlphabet, MasonryCatapult
MetallurgyGunpowder, UniversityCannon
MonarchyCode of Laws, Ceremonial BurialMonarchy
Nuclear PowerElectronics, AutomobileNuclear Plant
RefiningUniversity, The WheelCoal Plant
RoboticsElectronics, RefiningMfg. Plant, Artillery
TradeCurrency, Code of LawsCaravan
UniversityMathematics, WritingUniversity
WritingAlphabetLibrary

Fortification

Fortification is one of the trickier Civ1 topics.

The defense multiplier is simply the best type of fortification available to that unit. So fortifying a unit behind city walls has no effect.

The A / (A + D) Battle System

When attacking another unit, the chance of winning the battle is: A / (A + D).

Most units have a fair chance of winning, even against modern units. For example, consider an ancient Chariot attacking the best defensive unit in the game - a MechInf:

The Chariot has a 4 / (4 + 6) = 40% chance of winning!

D is multiplied by fortification and terrain type.

So if that same MechInf is placed in a city that was built on a river (1.5x), and has city walls (a further 3x), then its effective defense becomes 6 * 1.5 * 3 = 27.

Then the Chariot has only a 4 / (4 + 27) = 13% chance of winning.

Military Units

What are these A and D values? Civfanatics has the best chart.

Use Stats/Current Unit within the game to check the A/D/M values of the currently active unit.

When more than one unit is present at the same location, you can pick which unit to activate.


At least one other unit occupies the same square as the Knight

Civilizations

Each civilization you can encounter plays with a slightly different style. They are: The Aztecs, Babylonians, Chinese, English, French, Mongols, and Russians.

Workers

The amount of food, production, and trade earned each turn is determined by the placement of workers surrounding each city.

By default, this is taken care of automatically. Auto-placement can be toggled by tapping on the city square in the center of the worker area on the city screen. Placing a worker manually will turn off auto-placement. If you don't like micro-management, just leave it on Auto.

Terrain

The terrain type affects movement, defense, and the resources generated by a city. Help/Terrain in the game shows a detailed chart.

Blinking unit

Use the Game menu to switch this off if desired. Your Palm uses slightly more battery power when blinking in enabled.

Automated Settlers

Settlers can be automated by tapping 'A'. Automated Settlers improve terrain near your cities, but never found a new city.

Trade

Use Caravans to establish trade routes. Trade is also earned by workers on terrain surrounding the city. Trade is then split into gold and science. Use the Game/Trade Rates menu to change the allocation.

Hint: Build roads to increase trade!

Gold

If there is not enough gold to pay for the upkeep of city improvements, citizens will react by permanently closing them down. One random city improvement is destroyed in every city until the budget balances.

Check the Stats/Civ Stats menu to see whether your civilization is earning or losing gold each turn.

To earn extra gold, raise taxes (Game/Trade Rates), demand tribute during diplomacy, establish trade routes, or sell city improvements. One city improvement may be sold per turn in every city.

Resource Usage

Units require resources for maintenance. Shields and food may get used up by supported units. Check resource usage by tapping 'Res' on the city screen.

Military units require 1 shield. Settlers require 1 shield and 2 food.

Under Despotism and Anarchy, units do not require shields until the number of units exceeds the size of the city. Settlers require only 1 food under these forms of government.

Units are maintained by their home city. Use the Orders menu to change it.

Government

Despotism and Anarchy provide some relief in resource usage, but cripple the benefits of surrounding terrain. Any resource that is 3 or higher is reduced by 1. e.g. Oceans with Fish normally give 3 food, but under Despotism and Anarchy they only give 2. (See Help/Terrain to see how many resources are generated by each terrain type.)

Monarchy allows a civilization to benefit from terrain improvements such as irrigated grassland, but requires shield maintenance for all military units.

To switch between Despotism and Monarchy (once it's discovered), use Game/Revolution. Anarchy occurs for a few years while the citizens are revolting.