Some more rules that I didn't get up earlier:
Food and your people:
As noted earlier, each 1000 people consume 1 food a turn. If extra food is available, it provides morale bonuses - each extra .5 food per 1000 people increases morale by 1.
Famine can easily be disastrous. If there is not enough food, your city's population drops by 1000 every turn and morale is reduced by two until the situation is resolved.
Terrain and terrain improvements:
Plains
2 food
Hills
1 food, 1 wool
Forest
1 food, 1 wood
Mountains
1 stone
Ocean/lake
2 food
River
+1 food
Terrain improvements (and technology required)
Irrigation (Farming)
Plains or hills
Requires river or lake present or adjacent
no resources, 2 labor
+1 food
Quarry (Construction)
Hills or mountains
no resources, 2 labor
+1 stone
Pasture (Animal taming)
Hills
1 wood, 3 labor
+1 food OR +1 wool
Woodcutting village
Forest
2 wood or stone, 2 labor
+1 wood
Hunter's camp (Archery)
Forest or Swamp
2 wood or stone, 2 labor
+1 food, +1 leather
Fishing village (Fishing)
Ocean/Lake
Requires land adjacent
2 wood, 2 labor
+1 food
Watermill (Engineering)
Any land
Requires river present
Stacks with other improvements
2 wood or stone, 1 wood, 4 labor
+1 to any one resource already produced
Palisade
Any land, including city tile
2 wood, 2 labor
+25% strength to defenders within wall
Stone wall (Construction)
Any land, including city tile
3 stone, 3 labor
+50% strength to defenders within wall
Money:
Initially, your people don't use money much. This changes once you research Trade. Money is used mostly for upkeep of military units and for trading. Each 2000 people produce 1 gold in tax income, and each military unit requires 1 gold in upkeep costs. Before trade is researched, you may only support three military units.
Buildings:
Buildings
Hall of Learning
2 wood or stone, 2 labor
No tech required
Allows up to three labor to be spent on research
Stables
2 wood or stone, 2 labor
Horseback riding
Allows production of mounted units
Dockyard
3 wood, 3 labor
Sailing
Allows production of ships
Granary
2 wood or stone, 2 labor
Construction
Allows storage of up to 20 food
Shrine
2 wood or stone, 2 labor
No tech required
+1 morale
Library
3 wood or stone, 4 labor
Literacy
Requires Hall of Learning
Increases max researchers to five, unlocks more advanced technology
Smithy
2 stone, 1 ore (any ore allowed), 3 labor
Metalworking
Allows production of metal weapons and armor
Marketplace
2 wood or stone, 3 labor
Trade
+50% tax income
Military workshops
2 wood or stone, 2 labor
No tech required
Doubles production speed of weapons and armor (Normally 2 labor for each)
Clothier's workshops
2 wood or stone, 2 labor
No tech required
Doubles production speed of clothing (Normally 1 labor for each)
Military school:
2 stone or wood, 4 labor
No tech required
Requires General to build and operate
Train up to 2 units/turn
Alchemist's lab
2 stone or wood, 4 labor
Glass
Requires Alchemist to build and operate
Provides research with no labor
Fortress
4 stone, 5 labor
Engineering
Requires Engineer to build
+50% strength to defenders in city
Mechanic's workshop
1 wood, 1 stone, 1 wood or stone, 6 labor
No tech required
Requires engineer to build and operate
+33% to all construction
Watchtower
2 stone, 3 labor
Construction
Requires engineer to build
+10% strength to defenders within city radius
Technologies:
Construction
Build stone walls, quarries, granary
Animal Taming
Build Pasture
Horseback Riding
Build Stables, Horsemen
Farming
Build irrigation
Mining
Requires construction
Build mines
Fishing
Build fishing villages
Engineering
Requires construction
Build watermill
Build fortress (with Engineer)
Metalworking
Requires mining
Build smithy
Archery
Build hunter's camp
Build archery units
Literacy
Build library
Trade
Enables money
Build marketplace
Now, before anyone asks, I know Glass isn't listed here. I know where on the tree it goes. You don't.
Research:
Research points are produced primarily with labor spent at the Hall of Learning. You may tell your researchers what you want them to work on, but they may surprise you from time to time. Plus, there is a large random component to research speed, so don't assume much.
Your city's surroundings:
The 18 tiles surrounding your city are available for production, but tiles being used for production may need to be protected. Enemies can keep you from working tiles, and may also destroy improvements in them. Units in your city may be ordered to defend terrain tiles, or not, as you prefer. Walls improve the strength of your units when they're defending any tile they enclose, but are of no use outside them.
Your tiles may be referred to by number as follows: The tile directly above your city is tile 1, and the remainder of the inner ring is numbered 2 through 6 clockwise. The northmost tile is number 7, and the rest of the outer ring is numbered 8 through 18 clockwise.
Oh, and a non-rules thing I forgot to mention earlier:
Please name your leaders. There are a variety of reasons I don't want to do it for you, but I do want it to get done.