******************************************************************************* CIVILIZATION III for PC ******************************************************************************* FAQ (v1.2) ******************************************************************************* By DENOUEMENT (cgparham757@aol.com) ******************************************************************************* 333333333333333333333 |------------------------| ||| ||| ||| | FAQ AND STRATEGY GUIDE | ||| ||| ||| |------------------------| ||| ||| ||| ||| ||| ||| XXXXX XX XX XX XX XX XX XXXXXXX XXX XXXXXXXX XX XXXX XX X XX XX XX XX XX XX XX XX XX XX XX XX XX XX XXX X XX XX XX XX XX XX XX XX XX XX XX XX XX XX XXXX X XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX XX X XX XX XX XX XX XX XX XX XXXXXXX XX XX XX XX XX XXX XXXXX XX XXX XX XXXXXX XX XXXXXXX XX XX XX XX XXXX XX XX ||| ||| ||| ||| ||| ||| BY DENOUEMENT ||| ||| ||| ||| ||| ||| 333333333333333333333 ******************************************************************************* DISCLAIMER: This file is copyright by Denouement (Chris Parham). You may NOT reproduce or distribute this guide in any manner, electronically or otherwise, without the express written permission of the author. You may not display this guide on any page in which there are advertisment banners. Below can be found the list of sites that are permitted to host this guide. This list can be changed at any time. List of acceptable sites: GameFAQs (www.gamefaqs.com). List of sites which do NOT have permission: www.cheats.de Remember, plagiarism is a crime and is punishable under the law. Note: You can always find the latest version at GameFAQs, at www.gamefaqs.com Thanks CJayC! ******************************************************************************* E-MAIL POLICY: I welcome e-mails at cgparham757@aol.com but here are the Do's and the Dont's: DO send questions not in the FAQ. DO send questions in text or HTML format. DO send e-mails with "GameFAQs" in the subject line. DO send suggestions and corrections, this is not a final guide. DO tell me if you find this guide on a site where it is not permitted (see above). DON'T send executables. DON'T send vulgar or inappropriate mail. DON'T send mail over and over again, I only check it once every day, at most. I will try to get back to you as soon as possible...unless you did one of the "DONTS", in which case your mail will be summarily ignored and ruthlessly deleted. ******************************************************************************* CONTENTS: 1. Disclaimer 2. E-Mail Policy 3. Contents 4. Introduction 5. The Basics --System Requirements --Patches --Returning Players: The Basics --Starting A New Game --Keyboard Shortcuts 6. Strategies --Choosing A Civilization --Early Game Strategy --War Doctrine #1: Balance --War Doctrine #2: Speed --War Doctrine #3: Prolonged Conflict --Trading Technologies: Seller, Middleman, and Buyer --War in the Ancient Times --War in the Middle Ages --War in the Industrial Ages --War in the Modern Times --Leaders and Armies --Golden Ages --Diplomacy Lesson: World Maps --Diplomacy Lesson Three: Rights of Passage --Despotic Conquest --Scientific Slaughter --Strategic Resources --Luxury Resources --Cultural Calamity --Diplomacy Deluxe --Diplomatic Warfare --Histographic Victory --Late-Stage Assault --Use the **** Squares --Spaceship Launch --Hide Out --Divide & Conquer --Super Science City --Quick Aztec Ploy --The Rock --The Culture Push --Big Bullseye Empire --Tessallation --Terrain Bonus #1: Land Bridges --Terrain Bonus #2: Isthmus/Canal --Score Boosting 7. Tribes (alphabetized) 8. Units (alphabetized) 9. Improvements (alphabetized) 10. Wonders (alphabetized) 11. Technologies (listed in approximate order of discovery) 12. Other Topics --Victory Types: Specific Requirements --City Populations Data Table --Terrain & Terrain Improvements --Governments --Combat Calculation --Cultural Borders --Calculating the Score --Civilization III Editor --Cheats 13. FAQs --Which form of government is the best? --Why is this game so slow? --How do I build embassies and/or plant spies? --I need [insert resource here]? Where can I find this? --My resource disappeared! Is my game messed up? --This unit has won so many battles! Why won't it reach Elite? --Which civs are the most fun to play? --Finally, what can I expect from the Civilization III expansion? 14. All Play The World Info 15. Closing Statement 16. Acknowledgements/Postscript ******************************************************************************* INTRODUCTION This guide is for Civilization III, a PC game produced by Sid Meier and his Firaxis development company. Civilization is one of the oldest current strategy series on the market. Civilization I and Civilization II's numerous incarnations can in some ways be regarded as the "first generation" of the Civilization series. Civ III takes the game to a new level of graphics, scale, and gameplay. This guide covers strategies, plus detailed coverage of units, tribes, improvements, and wonders. The first section, "The Basics," introduces you to the game and especially lets Civ I and Civ II players know what has changed and what is still the same in this game. It also gives a helpful list of keyboard shortcuts. The second section, "Strategies," offers many helpful tips, hints and game plans for Civ III. Hopefully these will help you win more of your games. If you have any of your own strategies, feel free to e-mail them. The other sections cover various aspects of the game, giving detailed information on units, improvements, etc. The most interesting of these sections is "Other Topics," which covers some often overlooked aspects of the game. The very last section answers some frequently asked questions. Finally, if there is anything you don't get out of this guide, there is an awesome website at www.civfanatics.com that should answer any and all of your queries. Enjoy the guide! VERSION HISTORY Version 1.0 : The basic guide is completed and sumbitted. Version 1.x : Various updates and additions to the guide, some sections have added material, some unfinished sections completed. Version 2.0 : Some updated material added concerning the new Play The World expansion pack. (upcoming) ******************************************************************************* ******************************************************************************* ******************************************************************************* THE BASICS ******************************************************************************* ******************************************************************************* VERSIONS Collector's Edition comes in a metal case, with the game and manual, a "Making of" video, and an advances tree poster. Standard Edition includes the game and manual. SYSTEM REQUIREMENTS CPU: Pentium II 300 MHz or better (required) 500 MHz or better (recommended) Memory: 32 MB RAM Free Disk Space: 500 MB (minimum) 700 MB (full install) CD-ROM: 4X Video Card: Must be DirectX 8.0A compatible Sound Card: Must be DirectX 8.0A compatible Operating System: Windows 95 or higher PATCHES The latest patch released for Civilization III (Windows/PC) is the v1.21f patch, released for download on 4/18/2002. It can be downloaded from the official Civ III website, < http://www.civ3.com >. RETURNING PLAYERS: WHAT'S NEW Returning players from Civilization I or II will certainly have a good sense of what's going on in Civ III, but many important players. For those who are new to the game this will serve as a short introduction to the rules. Civilizations-there are sixteen-now have specific abilities determined by things called "Attributes." Each tribe has two attributes of a possible six. Each civilization also has one unique unit that only it can build, with special abilities or increased stats. (See the Tribes section for details.) Resources work in a completely new way. They have been divided into three categories. Strategic resources are needed to build some city improvements, and most military units. Luxury resources play a key role in keeping your population happy. Bonus resources play the same role as resources in Civ II, just benefiting the city's production. The fight to secure resource squares is a big part of Civilization III. Culture is a completely new concept to the game, which reflects the impact your civilization has on people. Cities accumulate culture through building and maintaining such improvements as the Temple, Library, University, Cathedral, etc. Increased culture expands the influence of that city, which in turn helps to expand your national borders. Fundamentalism is gone. Obviously, this makes the game just a little more balanced. (Fundamentalist government basically guaranteed victory in Civ II if you knew how to play it.) There are new ways to win the game. Domination victory is basically a pre-emptive version of regular conquest victory, saying that your lead is so massive that, given time, you would inevitably win the game. Diplomatic victory comes back from Sid Meier's Alpha Centauri. Finally, Cultural victory is achieved when you reach a certain level of cultural domination, and does not necessarily require any warfare. Conquest (defeat all rivals), Spaceship, and regular Score victories also return. Slight changes have been made to the units of the game. Obsolete units can now be upgraded, and instead of having home cities, units are supported by the nation as a whole. The functions of the Settler have been divided into two units: the Settler, and the Worker. Units that are gone include the Caravan, Freight, and Engineer. The most significant new units are Leaders and Armies, which allow you to combine the power of your units into devastating columns of firepower. STARTING A NEW GAME When you open up Civilization III, you have a number of options. Choose New Game or Load Game to start a new game, or load one you started earlier. At the New Game screen, you are first asked to choose options that will determine what kind of world you play on. The most significant attribute is size. This will determine not only the length of the game, but will also have a big effect on the style of play that develops. Tiny world maps will probably involve fierce fighting throughout the game and are likely to end by conquest or domination victory. Huge maps, on the other hand, are more suited to a cultural or diplomatic victory. Standard maps provide a balanced style of play. The other land attributes also have an impact on play. The choice between Pangaea, Continents, and Archipelago is the second most important choice; it determines the ease with which other civs can reach you, and also the ease with which you can reach them. If you like fighting, Pangaea will provide you with lots of opportunity for war; Archipelago is perfect for peaceniks; and again, Continents will provide a balanced style of play. The other choices are pretty unimportant, but I usually choose Moderate wetness, Warm temperature, and 5 billion years age. This produces a good map with lots of grassland and plains and not too much impassable territory. It's a good choice for beginners to start with. On the next game creation screen is the Civilizations setup. Choose your civ; you can rename it and its leader to anything you like, so choose based on the civ characteristics. Also, select the number of opponents you wish to face, and either specify the civs you want to play against or set them to Random. Then, you are ready to start your game! KEYBOARD SHORTCUTS UNIT MOVEMENT Move North Up Arrow OR Keypad 8 Move Northeast Page Up OR Keypad 9 Move East Right Arrow OR Keypad 6 Move Southeast Page Down OR Keypad 3 Move South Down Arrow OR Keypad 2 Move Southwest End OR Keypad 1 Move West Left Arrow OR Keypad 4 Move Northwest Home OR Keypad 7 UNIT ORDERS Airdrop A Airlift T Air Superiority Mission S Automate Worker A Automate Worker (Virgin Terrain) Shift + A Automate Worker (City-Specific) Shift + I Automate Worker (Clean Pollution) Shift + P Automate Worker (Clear Forests) Shift + F Automate Worker (Clear Jungles) Shift + J Bombard B Bombing Mission B Build Army/City/Colony B Build Fortress Ctrl + F Build Mine M Build Railroad Shift + R Build Railroad To Ctrl + Shift + R Build Road R Build Road To Ctrl + R Build Road To, Then Build Colony Ctrl + B Clean Pollution Shift + C Clear Forests/Jungles Shift + C Disband D Explore E Fortify F Go To G Hurry Improvement Ctrl + H Irrigate I Irrigate to City Ctrl + I Join City B Pillage P Plant Forest N Re-base Shift + R Recon Mission R Skip Turn Space Trade Network Ctrl + N Unload/Load L Upgrade U Upgrade All Similar Units Shift + U Wait/Delay W OR Tab CITY SCREEN Add to queue Shift + (Click) Save this queue as default Shift + Q Load default queue Q Remove item from queue Delete + (Click) Delete queue Shift + Delete WORLD MAP Activate Diplomacy Screen Shift + D Activate Espionage Screen E Activate Governments selection Shift + G Activate Mobilization options Shift + M Center screen on active unit C Center to capital H City Locator Shift + L Create Embassy Ctrl + E Create Spy Ctrl + Shift + E End Turn Shift + Enter Toggle extra displays on/off Delete Toggle zoom level Z View "clean" map Shift + Ctrl + M View Preferences Menu Ctrl + P ADVISORS Foreign: Change portrait Shift + (Right click) Foreign: Check Civilopedia (Right click) Science: Add/Remove from Queue Shift + (Click) HOTKEYS F1 Domestic Advisor F2 Trade Advisor F3 Military Advisor F4 Foreign Advisor F5 Cultural Advisor F6 Science Advisor F7 Wonders Summary Screen F8 Histograph F9 Palace View F10 Spaceship Status F11 Demographics ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* STRATEGIES ******************************************************************************* ******************************************************************************* CHOOSING A CIVILIZATION Choosing your tribe in Civilization III is one of the most important decisions you will make in the game; it is irrevocable, and it is of huge importance to how your game will unfold. The TRIBES section later in this FAQ covers each of Civilization III's sixteen tribes in detail. Here, we will discuss the main features that separate Civs from one another. One of the most obvious differences between tribes are their unique units. These give a slightly different flavor to each army and can provide cultures with timely boosts during the era of their special unit. However, the most important factors swaying your choice of tribe should be the Civilization Bonuses. Each tribe has two of these six special bonuses that determine the personality of that tribe and generally determine which tribes are suited to which styles of game play. The six characteristics are: Militaristic; Religious; Expansionist; Industrious; Commercial; and Scientific. Militaristic is one of the strongest attributes to have for your tribe. First, production of military structures, such as Barracks, City Walls, Coastal Fortresses, and SAM Batteries, is easier to undertake since these structures only take half the time to build. Their units have a greater chance to "Promote" after a battle, that is for a Regular Unit to become Veteran or Veteran to reach Elite level. Finally, these civs produce more Great Leaders after victories. The added leader production is a great aspect for these tribes; this allows you to build armies if you need them, but also allows you to speed the production of Wonders. All in all Militaristic is one of the best attributes. Religious is another characteristic with many positive effects tied to it. As with the militaristic tribes, they can build the religion oriented City Improvements at half cost: Temple, and Cathedral. Best of all, they change their form of government with only one turn of Anarchy intervening. For a strategy like Despotic Conquest, where you may be looking at a crucial change into Democracy, Religious is a decent quality. For a game plan like Democratic Warfare, however, Religious is excellent. If Democracy becomes too much for your Empire to handle, the shift down to Republic is easy; but at the same time, speeding the production of Temples and Cathedrals will keep your people happy and thus stave off war weariness. Religious is an effective bonus, but you will find others that are stronger. Expansionist is a weaker attribute, in fact possibly the weakest. The primary effect of this bonus is that you get a third unit to start the game: a Scout unit, which has a two movement rate and is ideal for exploring. The biggest plus of this is that it will allow you to reach resources faster, and hopefully get cities or colonies built on them. You can also build more Scouts later. However, while this ability can get you out to a good start in the early game, the Scout is frankly a pretty useless unit. (Actually, if you want to balance it out a little, it's kind of a good rule change to give Scouts the "Build Colony" worker ability. This makes Expansionist a little more worthwhile.) On the whole, however, Expansionist is the worst Civ Bonus. The fourth bonus is Industrious, which is one of the three strongest attributes. Early in the game, you will notice that workers work faster under Industrious Civs. This means that, while Expansionist civs might be the first to find resources, Industrious Civs will often be the first to get there and link them up to the empire, and thus reap the benefit. The faster workers will give you a boost throughout the game, as this lead in infrastructure will increase production of food, shields, and trade in all your cities. Later in the game, the large cities of an Industrial Civ will produce extra shields of production, an excellent effect in that it might allow you to build a unit in 4 turns, where previously it took five. Those extra shields are also multiplied by such improvements as Factories, etc. However, note that extra production can be a two-edged sword: pollution will increase as well. Luckily you have speedy workers to clean up that pollution. I would rank Industrious is one of the three best civilization attributes. The fifth attribute is the Commercial quality, representing a nation centered on trade and wealth. As large Industrious cities get more shields from large cities, large Commercial cities receive bonus commerce, and thus bonus gold or science. Corruption is also reduced, which could be an amazingly nice effect, but actually turns out to be rather mediocre. There is a noticeable difference in large cities, but typically these cities are close to the center of the empire and don't suffer much corruption anyway, so the difference is from, say 30 gold to 40. On the other hand, the small fringe cities that produce one gold and one shield without the Commercial bonus, produce exactly the same thing under the Commercial Bonus. Thus, Commercial fails to stop corruption and waste where it hurts the most. I would rate the Commercial bonus as the second worst civ ability. Scientific is the last, and in my opinion the best Civilization Bonus. In these civilizations, scientific structures, such as the Library, University, and Research Lab, can be built at half price. This is a huge bonus: not only is your science output increased, but it increases your culture as well, since Library and University are two of the best Culture buildings. The best part of the Scientific attribute, however, is that you receive a free technological advance at the start of each Age, for a total of three free advances throughout the game. At crucial times throughout the game you are given an extra boost by the discovery of a free advance. Between this and your lead in Science-producing buildings, you should be able to dominate the scientific field, and this can help solve all your problems. Gold? Just sell your techs to other cultures; often you can pull in 20-30 gold per turn for a good technology. As you can see, science influences all aspects of the game. Scientific is an attribute well suited to all types of victory, and in my mind is the attribute that will most help your civ. Anyway, you should use your knowledge of these attributes to choose a Civilization that is ideal for your needs and style of play. Any civ can be victorious if played well, but here are the top five Civs in my opinion. With any of these, victory should be fairly easy to attain: Persians, Germans, Babylonians, Chinese, Aztecs. Note, however, that for attributes and unique units to come into play at all, "Civ Specific Abilities" must be turned on in the game setup (its default position is on). If you turn it off, the only difference between civilizations will be the appearance. EARLY GAME STRATEGY You have many obvious goals in the early part of the game and it is often difficult to balance and reconcile them. But there are some general strategies you can follow in the first 50 turns that will help ensure a solid position in the middle game and beyond. Found your capital on turn one. A big mistake people make is looking around for an "ideal" spot with you Settler. But the game usually starts you at a decent location. Obviously, there are exceptions; if you start one turn from the ocean and you really want your capital to be coastal (perhaps the map is archipelago style), go ahead and move it to the sea. But these exceptions are rare. Your worker should choose an adjacent grassland or plains square and improve it; on plains, build irrigation, and on grassland build mines. The ideal first worker action is to mine a "shield" grassland square. This will give you a quick two shield/two food production. Note that there is no point in irrigating grassland at this point; your government is despotism and thus that third food will be wasted. Also wasteful is saving gold at this time; you can't use it to rush, and can't talk to other civs and buy stuff with it. So put all your trade into science. Generally you want to immediately research up to Iron Working; if you start with Bronze Working it gives you a little extra boost here. Meanwhile your city should be building an immediate Warrior for scouting purposes. Send him out to grab some goody huts and get a sense of the lay of the land. After this Warrior is built, build another and fortify in the city. By this time your city will be at size two and should be producing six food and two to three shields at least. Now build the granary. By the time it's done, your scouting Warrior should have spotted several great city locations, not right next to your capital but not too far. (See THE BULLSEYE EMPIRE below for a tip on where to put your first few cities.) Anyway, after building the Granary your city will have size of around 4-5, send your worker out to begin building a road to one of those city spots you found. Build Settler and ship out to found a city there. Now your capital will essentially alternate between Settlers, Warriors, one or two Spearmen to fortify in the capital, and a few Workers. The Granary will allow your population to recover quickly from the building of a Settler or Worker. After three or four Settlers have been produced, you will most likely need to build the Temple; after it's done your capital is pretty much finished its current role in expansion. Set it to build either the Pyramids, by far the most important wonder at this stage. Meanwhile border cities should get up to level with Granaries as explained above, then build Settlers. Using this strategy, you will notice that you start slow; probably the first "XXXX completes his great history.." will rate you poorly. But once the first round of expansion cities begin building Settlers, I can assure you that your empire will begin to grow explosively. Good-sized cities with Granaries can churn out Settlers much more effectively than cities that have to work themselves up to population three only to drop back down to minimum size. One final point is the question of how often your conscience will allow you to reload and try something again for a better result. Usually I restart the initial map a few times to get something nice--I refuse to doom myself by putting my capital on a flood plain and ensuring riots by turn three. But you can also restart to get a better goody hut, and doing this can have a wild impact on your speed of expansion (if you're getting techs and settlers from every goody hut). But most players consider this cheating, you should do this at your own risk of feeling guilty. WAR DOCTRINE #1: BALANCE Luck favors the prepared warrior.-Sun Tzu Balance is essential in fighting. There are a number of areas in which balance is necessary. First, you should have a good balance between your invading force and your stay-at-home defensive forces. The worst mistake you can make in preparing to initiate combat is to leave your cities poorly defended. If you lose a war, and have defenses, you can get up and move on, but if you lose and are defenseless, you will be wiped out by an angry enemy who is seeking blood. Furthermore, within your offensive force you ought to have a balance of different types of units. There are some ages of the game where one unit is so good that it can comprise essentially all of your force. Examples are the age of Knights and the age of Tanks and Modern Armor. However, during much of the early game, units are good for only one thing, and have either attack power, defensive power, or speed. In general you should have three waves to any attack. The first wave, by speed units, should concentrate on pillaging and capturing enemy workers. If these units have a decent attack value, they can attempt to seize border cities; this will be a benefit since the upcoming waves will now be able to use the roads surrounding these cities, since they are no longer within enemy borders. Wave two is your heavy attack wave, for instance Swordsmen. They will be the ones to take the better defended enemy cities. Right behind them, should be a wave of defensive units like Spearmen or Pikemen. Such units move at about the same speed as the attack units, so they should have no trouble keeping up. Once it seems that your offensive is stalling, move all your units back into the captured territory and consolidate. Even if you can't defeat an enemy outright, he will be severely weakened and will be forced to accept a peace treaty; it will be better to go this route that to overextend yourself and end up with a mess on your hands. WAR DOCTRINE #2: SPEED Speed is the essence of war.-Sun Tzu This quote from Sun Tzu indicates an important point of warfare in Civilization games. Speed is perhaps the most valuable attribute a unit can have. There are two elements to speed. The first is the speed or your units, and this is actually the less important factor, since the speed of units is pretty much immutable. Of course, it's good to have some fast units, like Horsemen, Cavalry, etc., in your forces, but not to the point of excluding more powerful units. The main element of speed you must maintain is the ability to put your forces at a crisis site quickly. Often, you will be completely at peace and then an attack will come from nowhere. In this case you need to move quickly to respond, and there are a number of ways to ensure you can do this. The first is to keep your forces spread throughout your empire. I usually only have two or three cities building units, but after they are built I move them to all corners of my territory. The second part of this is, build lots of roads and railroads. From the beginning, you should be maintaining roads throughout your Empire, connecting the new cities that you are building. Once you invent the railroad, concentrate you workers on connecting all cities by rail. This will allow your response to any attack to be immediate. The more roads and rails you build, the better off you will be in a defensive war, since these features are available to you but not to your attacker. WAR DOCTRINE #3: PROLONGED CONFLICT Most wars in Civ III end quickly, or quickly become one sided and just take a long time to mop up. However, in some cases, you will actually have to fight a long conflict with an enemy. This can be especially true of an intercontinental conflict; maybe you took care of all his cities on this side of the ocean, but his main empire is over on t'other. There are two main problems with a drawn out conflict. One, if you are in a representative government and you started the war, is war weariness, but that will be discussed later. The other problem is actually fighting the war. Here are some tips. First, if you can get units into enemy territory take the chance to pillage. This will cause lasting damage to the opponent and will eventually wear them down, even if you are only able to destroy irrigation or mining. If you are able to cut off a valuable resource, this can be a crushing blow to your enemy. Second, this war is probably going to be a long war, so don't try to hurry the preparation. Take the time to assemble forces and seize an adequete beachhead, rush an airport if possible (which brings your armies to his doorstep VERY quickly), and protect your advances. TRADING TECHNOLOGIES: SELLER, MIDDLEMAN, BUYER Assuming the world is at peace and looks to stay that way, it is probably a good time to start trading technologies. There are three situations you can be in where selling and buying technologies is effective; first, the best position, the Seller. To be the seller, you must be leading the technological race, and in this area Scientific civs have a big advantage. If you can get one or two tech steps ahead of all the others, feel free to sell around. The key facet of acting as a Seller, is to be sure to sell to every civ, no matter what they offer. Say you give Electricity to the Egyptians for 40 gold per turn, a very decent sum. Now go to the Romans, and they just offer you 40 gold, one time deal. This might seem bad, but take it, because if you don't the Egyptians will just turn around and sell it to the Romans, and you'll miss out on a possible 40 gold. Thus, you can sell the same technology to up to 15 civilizations: while you are still in the lead technology-wise, you might have picked up a 1000 or so gold, with an extra 400 each turn! Once those deals run out, go ahead and sell round another tech. The next position is Middleman, a decent position that lets you have some fun. In this setup, you are in second or third place. A few civs are ahead of you in science, but many others are behind. Here, you buy from the civs ahead of you, and sell to the ones behind. This way, you offset your loss or even make a profit for yourself. If you want, you can do this all game long: set your science rate to zero, and use the Middleman strategy to keep yourself in the Science race. While you can't get ahead, your 100% tax rate will give you ridiculous funds. The final position is Buyer. If you're behind in technology, it's tough to know how to play it, but I recommend snapping up military techs from friendly civs and then trying to expand by attack neighbors. If you're behind in science, you're probably behind in score and other factors as well, so military domination might be your only way out. :( WAR IN ANCIENT TIMES (FIRST ERA) War at this level of the game can be one of two things. First, if you catch someone with their pants down very early on, or vice versa, you can deliver a killing blow and destroy a civilization in a single turn. Or, later on in the age, wars will take forever as your units creep across the landscape. Basically, the strategy in this era is very limited. Just keep your cities well defended with Spearmen, and try to have at least two units in every border city. Offensively, concentrate on one point of the enemy empire, and send your full force of Horsemen at it. Horsemen are about the only worthwhile offensive unit in the age. Just take one city at a time, with an eye toward territory and resources. WAR IN THE MIDDLE AGES (SECOND ERA) The Middle Ages will probably be the most eventful era of warfare. Civilizations will be trying to secure resources like Iron, Saltpeter, and Coal, and borders will also be rubbing up causing tensions. Defense is as always a priority; each city on your border should have two of the best defensive unit available. However, the Middle Ages should be a time when you turn your eye to offense as well. Knights will allow you to have a potent offensive force. This is one time of the game when you can easily attack an enemy along a whole front, so wars will be on a large scale. If you decide you want to expand your borders or grab a resource, the first step is to build up your forces. A good attacking army will contain a mixture of Longbowman and Knights, along with some defensive units to protect the archers. Longbowmen are for attacking enemy troops and cities, and your Knights can run around causing general havoc. Just maintain your lines (i.e. don't let your enemy get behind you) and you should be able to advance en masse toward victory. WAR IN THE INDUSTRIAL AGES (THIRD ERA) The Industrial Age provides a bit of a respite from attack in most cases. The reason for this is that while Infantry, a 6/10 unit, is developed very early in this age, for most of the age the best normal offensive unit is the Cavalry, which is only 6/3. As you can see, defensive units have a great advantage here, and in fact a defensive unit is also the strongest offensive unit! (NOTE: For these purposes, the development of the tank begins the modern age of warfare. After the development of the tank, which happens about the same time as air power is developed, there is little change to warfare tactics except the possible introduction of nuclear weapons.) To combat these strong defensive units, the Industrial Age is the age of artillery. Stacks of Artillery will blast open enemy defenses and will allow your Cavalry to march into cities with little problem. Strategically, this is a return to the Ancient Age-you will probably go after one city at a time, first shelling it into submission and then sending in Cavalry. A good railroad network is also a must in this Age; it helps on both offense and defense. WAR IN MODERN TIMES (FOURTH ERA) In most games, the Modern Era will be the time of peace. By this time, Democracy is the form of government for most civs, and war will produce many undesirable side effects. Many resource sites, which could easily be snapped up during other ages, will now be irrelevant, and others will be heavily defended. Basically wars will rarely spring up for "natural" reasons...most wars will be the ones initiated by you, in order to make up lost ground, finish off a domination victory, or whatever. War is tough in the time period and requires more strategy and tactics than in other periods. Once your enemy's largest cities are defended by Mech Infantries, it is difficult to take them by any means. However, two important factors in your favor to be aware of are Precision Bombing and artillery assaults. When trying to take a large metropolis, it pays to bombard it first. That means you need to cut it off from the rest of its empire using your ground forces, and then assault it with Battleships (if near water), Artillery and Radar Artillery, and planes. You will have two goals. First, destroy improvements in the city. Barracks and happiness improvements are the most important to take out, since Barracks allows enemy units to heal fully between your attack turns, making it tough to take the city, and destroying happiness installations will drive the city into disorder, thus preventing him from rebuilding the barracks. Second, you want to take down the population a little bit, hopefully getting it down to 11 or lower. (Cities 6-11 receive a 50% defensive bonus for garrisoned units, but ones with 12 plus receive 100%.) Once you've bombarded the city a little to soften it up (or if you have time, taken all defenders down to 1 HP) go in with your units and take it. Advance will probably be made slowly in the modern age, and in this time period it often pays to raze captured cities unless you hope to make peace. Dealing with ten or twelve resisters can be tough and you don't want a city reverting back as soon as the war's over. LEADERS AND ARMIES Leaders are a key part of Civilization III. Great Leaders are a special unit that is sometimes produced when one of your elite units win a battle. They have two excellent abilities. First, they can form an Army, which is a collection of units linked to work better together. Second, they can finish any improvement in any of your cities, including Wonders. When you get a Leader, you first job is to get it off the battlefield as quickly as possible and into one of your cities. It has a 0/0 attack and defense rating so this is vital. Also, you want to use each Leader as quickly as possible, to make room for a new leader to possibly arise. Not that the chance of an Elite unit's victory producing a Leader is 1/16; with the Heroic Epic small wonder it becomes 1/12. So Leaders will be few and far between. The first leader should be used to build an army as quickly as possible. Two vital wonders ride on you having had a victorious army; thus you will want to immediately win a battle with your new army. You can then build the Heroic Epic and, if you have discovered Military Tradition, the Military Academy. Generally, all subsequent Leaders should be used to rush Wonders. The rush ability of Leaders is a huge potential for the game to swing in your favor and cannot be missed. GOLDEN AGES The value of the Golden Age to a civilization cannot be underestimated. Timed and planned correctly, the dawn of a Golden Age can propel a nation from the bottom of the standings all the way to the top, and a civ that is leading when it enters a Golden Age will emerge from it with a huge advantage. However, the Golden Age is but twenty turns out of the 540 turns in a full game lasting until 2050. To get the most out of it you need to plan ahead and prepare your cities. First, you need to have your civilization's unique unit on hand. It needs to win a battle to initiate you GA, but this should not be a problem, just send two or three at an undefended city. More important is when to do this. The ideal time for the GA is about the middle of the Middle Ages. At this time, vital Wonders are just being discovered, and you can use the extra production to grab these Wonders (JS Bach's, Sistine, Sun Tzu's Art) before the AI does. That's the best time for a production GA. The other thing you can do with your Golden Age is use the extra production to initiate war. If doing so, anytime in the Ancient to Middle will do; avoid Industrial as Riflemen and Infantry will be difficult to overcome, even with many units. The best use of a GA war is to grab a vital resource that you don't possess and don't want to buy, especially Coal; if you haven't used a Golden Age, and when you invent Steam Power realize that you have no Coal, immediately leverage your Golden Age to acquire this vital resource. DIPLOMACY LESSON: WORLD MAPS I honestly believe that the game puts excess value on World Maps early in the game, and you can use this fact to build up a substantial lead in gold and techs by giving away your World Map, especially if you are exploring extensively. There is no reason not to give away your map, unless you know the location of a vital resource but don't have a Settler there yet. It's especially worthwhile to sell your map to tribes on other continents, or very far away. Chances are they can't make use of the data, but you can certainly make use of the money they pay you. DIPLOMACY LESSON THREE: RIGHTS OF PASSAGE The right of passage is one of the most easily abused political agreements. Of course, you can always sign one with your allies if you want to use their roads. But more commonly, you can abuse the right of passage to exploit your enemies. There are a number of ways you can do this. The first is the obvious way. Sign a ROP, then move your best offensive units to the enemy cities you wish to capture. Then attack them all at once on one turn, leaving your enemy no chance to respond or build up his forces. The advantage is that you can probably wipe out much of his empire. The disadvantage is the hatred that will pile upon you from all other civilizations. They will be very angry. Another variation of this is to wait until the ROP actually expires, then use your prepared troops to attack the enemy; this way you don't get the anger of violating an ROP. Another way to defy the ROP is to send workers into an enemy territory, then use those troops to build unfortunate infrastructure in enemy territory. For instance, let's say your enemy has positioned some irrigation around a large city. Perhaps you feel he would be better served by forests in those spaces. Go ahead and help him out by planting some lumber over his farms. Of course, his people will starve to death, but they will die in beautifully furnished homes. This is a great way to sabotage enemy shield production and city population. In this section, let me also make a comment on the use of some units which you can freely send into enemy territory, regardless of whether you have and ROP, and he will not be offended. The most significant of these is the Explorer, which is actually quite an effective unit to use for laying the foundations for a war. First, by sending in Explorers ahead of your main force you can pillage every enemy resource, and possibly other important terrain improvements, on the first turn of a conflict. The cheap price and quick mobility of the Explorer unit makes this possible. The Scout unit can perform a similar function, but generally such strategies are not needed in the early game, and also the price of a Scout seems much more in ancient times than the price of an Explorer in the modern age. DESPOTIC CONQUEST We'll start with Despotic Conquest, because any strategy you choose is likely to have a bit of the warlike stuff thrown in. Despotic Conquest is the most basic strategy available to you. It is best suited to small scale games, since time is of the essence in a Despotic Conquest situation. With this strategy, you will be shooting for a Domination victory. The government, as you can see, will remain Despotism throughout your game, so no need to waste research on other forms of government. The ideal situation for the use of this plan is a small world, with three or four civs. Hopefully, you can overwhelm them quickly, and get your victory. Obviously, the bigger the world, the more arduous and lengthy a despotic conquest will be. Also, however, Despotic Conquest on a large world will face significant problems with Corruption and Waste. We'll get to this later. For a Despotic Conquest, the best attributes are Militaristic and Industrious. Both these characteristics will allow you to quickly ramp up production of a massive military. As I said, with this plan you will hope to strike quickly and decisively, so speed is of the essence. The early game consists of three primary goals. First, build lots of cities. LOTS of cities; I mean keep pumping out the Settlers anytime you can. Workers building roads can also be helpful, but don't bother with mining and irrigation. Then build barracks. Militaristic can be very helpful here, in order to build these quickly and to the greatest effect. After this, just keep churning out units. Once you research a few basic techs, especially acquiring The Wheel, Mathematics, and Horseback Riding, stop researching and set taxes to full. You can then use this excess cash to buy more units, and if necessary to buy other techs from your enemies. With Despotic Conquest, your military strategy is straightforward: Numbers, Numbers, Numbers. Try to overwhelm your enemy. Horsemen, Chariots, etc. are excellent for this. You should be able to slaughter opposing civs if you find them fast enough. However, that's a big "if". Don't worry, however. If you find that this strategy is taking too long, just slip into another strategy. It's especially easy to move into Democratic Warfare. If you try Despotic Conquest in a large world, it is unlikely you will be able to see it all the way through. The goal in this case is to conquer one to three civs in the early game. With this kind of base, you should be able to sit quietly for an Age or so, developing your cities and your technologies, in preparation to launch a world-beating assault in the Industrial and Modern Eras. (Again, see Democratic Warfare). SCIENTIFIC SLAUGHTER Leading the game scientifically will put you a level above other civilizations in every category. War will basically be on your terms: your units are a level above everyone else's, so if you want to attack, they can only hope you show mercy, while their waves of attackers will just break on the fortified units within your cities. The biggest plus of concentrating on science is that you can maintain an efficient state, without worrying about resources and while maintaining a very strong military. The first goal is to get into Republic and then Democracy. Allocate most of your funds to Science; later advances such as Economics and the construction of Wall Street will bring your treasury up to par later. Also, of course, you will be selling techs to your rivals for huge payments of gold. Remember, however, that the fastest you can learn a tech is four turns, so manage your science slider so that no money is being wasted on useless research. STRATEGIC RESOURCES Strategic resources are a vital aspect of the game, especially if you plan to take a military route, since most good military units require resources. You can get by on defense with limited resources, since the good defensive units require few. Still, don't count on buying the resources you need from the computer civs. Not only to they make you pay through the nose for these resources, but on some world maps resources are hard to come by. Thus, it is always best to secure your own sources of vital materials. In the early game, your concentration should be on securing resources and ensuring that the computer civilizations don't get to them. Don't count on a colony holding a resources for long; try to get a Settler out there and put it right on top of the resources. Go for strategic resources before luxury ones, since they are worth a lot more. The two most important resources by far are Iron and Coal. Whether you want to have an offensive army or not, you need these resources to build railroads, and any civ is going to need railroads. These two resources are worth going to war for; drive deep into enemy territory and secure the site of the resources. Hopefully, you will be able to make peace following this. If not, however, you must hold on to this acquisition, as the resource is actually well worth one or two cities. In the early game, you should research Iron Working as quickly as possible so you can see it on the map, and its good to acquire more than one source since Iron has a nasty tendency to be exhausted on you. Other resources are still important and are a good reason to try and grab a city, but are not on the level of Iron and Coal. LUXURY RESOURCES Luxury resources are something of a bonus for a civilization. Except on the two elite levels of difficulty, you will probably be able to get by without dealing with luxuries at all, except for putting roads through the ones you notice on your territories. However, they can make your game much easier, and are a huge help to prevent war weariness. CULTURAL CALAMITY Cultural victory is one of the new victory types available to you in Civ III. The best Civs to achieve it with are those that are Scientific and Religious. Both of these attributes will allow you to build the most important structures easily. These structures are Temple, Library, Coliseum, Cathedral, and University. Research Lab can be built later on. At the same time as you are going for the 100000 Empire points victory, you should go for the 20000 City also. The city you choose will probably be your capital and should be sited to get good production. The city should basically build nothing but Wonders; an important one to get is the Great Library. Each time that city finishes a Wonder, you might want to spend a turn or two BUYING it some other improvements, particularly the aforementioned four Culture improvements. It is key for you to go for both types of victory at once. First, a city with close to 20000 culture is just what you need to push you over the 100000 culture mark. However, with the empire victory, your empire must have at least twice the culture of any other civ, and it's quite possible that despite all your hard work this might not be the case. Thus, the 20000 city is an essential backup plan. Cultural victory will almost always go down to the wire, since it takes time to accumulate those massive amounts of culture, either in a city or in an empire. In the early game, you will need to build up a solid base, through expansion and possibly through military conquest. By the end of the Medieval Era, you should possess at least 40 cities. Get them their cultural improvements. One nice thing about the Cultural victory is that your cities can be small. For instance, a size 6 city, once it has built the five main buildings, can now just sit and accumulate. Because of this, you can space your cities very close, making the most of your borders to get maximum culture. Feel free to overlap city radii. The exception, of course, is your "big culture" city, which must always be growing and expanding to make Wonders ever quicker to build. With a Temple, Cathedral, Coliseum, Library, and University. With this pace, cities add 14 culture points per turn. Say you have this setup in place with 150 turns left, your 40 main cities all have: 14*150=2100 culture. With one city at close to twenty thousand, containing all your Wonders, a 100000 score is more than possible. In fact, 200000-300000 culture is a definite possibility if you concentrate on this aspect of the game. (With a conquesting attitude, 500000 culture can definitely be achieved.) The other key to cultural victory is keeping your rivals down, so that they have less than half your total. There are a number of steps to do this. First, most enemy Civs don't concentrate on culture as much as you will be. So none are going to be keeping up with you. Your neighbors will very likely be automatically depressed by treachery of their own cities to your more culturally powerful Empire. When you build all the culture improvements in these cities, this will only cause more defections. It is cultures that are far away from you that cause the problem, especially if they are dominating their neighbors. In the worst case scenario, you might have to go kick some ass over there, but you should be able to avoid this problem. If you see a civ getting too strong, set up some trade embargos against it, which will probably cause it to wage war on you. This is key because if the enemy civ declares war on YOU, war weariness will be less problematic. At the same time, you should have good relations with your own neighbors; you should give them basically what they want during the game, hopefully getting the relationship up to Gracious level. This will stop your enemy from recruiting them against you. At this point, ally yourself with all the neighbors of the troublesome civ, causing your rival massive military problems. Once that war has escalated, you can probably back out, and the war will continue nevertheless. All in all, if an enemy civ is growing too strong, getting the entire world to go to war with it can't hurt your cause. DIPLOMACY DELUXE Here's an easy way to win. Build the UN, and have a lot of land and population. Then just give a lot of gold and techs to others civilizations, and vote for world leader. Actually, it's pretty tough to get UN Victory without hitting another victory mark first. So I'm not going to comment on this too much. All I'll say is, prepare for the vote a few turns in advance. Go to all the lesser civs that won't actually be candidates, and bribe them with everything you have: gold, free resources, and technologies. If you can get the relationship up to Gracious, you have secured their vote; even if it is only at Polite, you still have a good chance to get their vote. DEMOCRATIC WARFARE Despotism is not for everyone. Many players love the super production and excellent commerce featured under Democracy, which is generally the game's strongest form of government. Yet they face a dilemma, because even under Democracy you will often be forced to fight a little war or two. And in these cases, war weariness can be a huge problem. The ability to fend off war weariness can be a huge bonus for your team, since a war between a Democracy and a Despotism will almost always go to the Democracy, if the Democratic player can avoid the social unrest brought on by war weariness. War weariness can be avoided easily. The keys are simple. First, build your Temples and Cathedrals. Second, if you plan to set up a Democratic Warfare game, I recommend that you do NOT build Hospitals. Why? Because a population 12 city with a Cathedral, Coliseum, and Temple will have no problem maintaining happiness. At the same time, this city will receive the 100% Metropolis defense bonus and have a large enough population to build things quickly. Once such wonders as Bach's Cathedral, Universal Suffrage, and Cure For Cancer are built, you can think about growing your cities, but until that time I don't recommend it. If you limit your city size, war weariness should never touch you, especially if you maintain your entertainment slider at 20-30%. I've been able to keep up an attacking war against other civilizations for over 100 turns, and still maintain happiness. Final tip for Democratic Warfare: here, attack civilizations that have mutual protection pacts can actually be a positive. say you want to fight Persia, and they have an MPP with China. Attack China, forcing Persia to declare war on you. Then make peace with China as quickly as possible. Now, you are fighting a defensive war against Persia, so war weariness is solved! As long as you don't make peace, you can now take your time destroying the enemy civilization. HISTOGRAPHIC VICTORY Histographic victory seems like the easiest type of victory to attain. After all, you don't need to DO anything, just stay in the lead throughout the game. However, since the Score takes so many factors into account, this type of victory can be far from easy to attain. The easy part is that you don't have to concentrate on any one aspect of the game. If you play a good, all- round game for the duration, you'll have a good shot at a victory. However, the problem here is that one big mistake can ruin your game and destroy all that work, and once you're losing in the Histograph it's hard to switch into another game plan. LATE-STAGE ASSAULT Late-stage assault is the classic game plan with Germany. The Panzer comes very late in the game but is a very effective unit because it can move, attack, then retreat all in one turn. While the Panzer is very useful here, a late push to victory can be used by almost any civilization to break out of a close race and ensure the win. USE THE **** SQUARES Often you will find yourself in an area where there is a preponderance of arctic or mountain type terrain--areas that will produce little food for you. However, don't abandon these areas, especially if they are secure within the borders of your empire. These are great places to build one or two size cities, build a temple and a library, and build up culture. Over time, this culture can significantly enhance the power and stature of your nation. Plus, when resources pop up in these areas, you are right there to secure them. The key here is to set up a balanced production. Once your city reaches a maintainable size, possibly two or maybe even just one, go to the city status screen and adjust the production so that no excess food is being produced. For instance, a one population city built on a hill should cultivate its own square and another hill. This will churn out just enough food to support that citizen, as well as at least one shield. This one shield per turn can be used quite effectively, especially if this city is built in the early stages of your empire. Build a Temple in this city, allowing it to add to your Culture and possibly expand your borders. Wealth is also an effective build, essentially giving you one free gold per turn. One last sneaky idea is to keep this city sealed off from all your other. Don't let it get any resources, except maybe Horses. Then produce basic units, such as Spearmen. You can keep doing this, even late into the game. What's the point of a Modern-Era Spearman, you ask? Well, if you move that Spearman into a city with a barracks and the right resources, you can quickly upgrade it to a Mech Infantry. Expensive, but it allows you to keep your main cities working on Wonders and improvements while your **** square cities build your army. SPACESHIP LAUNCH One method of victory that has been around since the beginning of Civilization is the victory by Spaceship launch; if you launch the Spaceship to reach Alpha Centauri, the Sun's nearest stellar neighbor, you win the game. In Civ III, this is a very tough victory to win. Basically, your strategy will be the same as for a Scientific concentration, just make sure to secure the Spaceship resources (Aluminum, Rubber, Uranium) and to maintain two or three high production cities to build the most expensive spaceship parts. HIDE OUT Hide out is an interesting game plan in which you try to make as little of a scene as possible on the world front. It's ideal if you are alone on a medium size continent and occupy the entire land mass; that is, the body of land is large enough to support a healthy empire, yet no other civ can expand close to you. In this game plan, you basically just bide your time until you achieve one of many victory methods. The problems come when the other civs realize you are winning so handily; they will most likely come after you. The challenge of Hide Out is to prevent this from happening, and thus coast to the victory. Often, during the middle ages, you will send out some ships with settlers to grab a presence on other continents, especially if you spy an unclaimed resource on the map. Often DIVIDE & CONQUER Divide & Conquer is one of the most basic military strategies, yet in the traditional sense it doesn't really work in Civ III. A city cut off from its empire has a chance of defecting, but probably you will have to take it normally. And an enemy unit cut off from its main force certainly won't surrender; in fact, it might take advantage of its position to cause chaos behind your lines. So in Civ III, divide and conquer isn't a strategy you apply to one civ, it's a plan you apply to the whole game. With the advanced diplomacy possible in Civ III, you are able to foment dissent among enemy cultures. The goal of the divide and conquer plan is to encourage war among enemy civs, in order to weaken them while you are strengthened. Essentially, you go through the Diplomacy screens of different civilization, and see what they demand for military alliances against various nations. One good idea is to match two approximately equal civs against one another, as this matchup will often bog down in a stalemate or war of attrition, hurting both sides. Try to arrange matters so that no enemy civ can win a war or gain land, but all are at war with one another. Now, the problem with this is that, when you have a military alliance against a tribe, you automatically declare war on that tribe. The beauty of divide & conquer is that, while you are AT war, you don't actually have to GO to war. If you and the Persians declare war on the Japanese, hopefully the Persian/Japanese fighting will be so intense that you can just stay out of the fighting, building up your cities and armies and biding your time. Here's an ideal situation in which to employ Divide and Conquer. Take the above example, and say the three civs are arranged like this, from left to right: Japanese Persians You The Japanese and Persian border is far away, and Japan is unlikely to attack you directly since their troops would have to move through an enemy Persia. The added benefit of this setup is that the defenses on the border between Persia and yourself might be a little thin as Persia draws troops to its opposite border. Plus, since you are allied with Persia, you may be able to get a Right of Passage agreement quite easily. I'm sure you see the opportunity you have-as Persia is weakened, step in and crush them, hopefully dealing them a deadly blow. The Japanese may get some of the spoils, but you should get the majority and this ought to give you a good size lead in the game. Note that the Right of Passage trick won't work twice, and betraying it will greatly anger every other civ. However, the rewards available are often worth it. SUPER SCIENCE CITY Wonders such as the SETI program are significantly reduced in value for this edition of Civilization. In Civ II, SETI program built a Research Lab in every one of your cities. In Civ III, it just increases the city's science output by 50% for the city where it was built. While science wonders have been made less powerful, "stacking" them allows you to exponentially increase the bonus they provide. The Super Science City strategy isn't a whole game strategy, it's just a special tip for a certain city. It also combines well with most other strategies; this is especially true of any cultural victory plan. A super science city, in addition to pumping out the technological advancements, will have a good chance at breaking the 20000 culture point barrier needed for cultural victory. The Super Science City is just any city that contains a certain group of improvements. However, an ideal setup for this city is in an open plains/grassland area of the board. Grassland is the best. While the city is still building its vital improvements, have all squares mined or irrigated to produce two food and one shield. Then, once all improvements are finished, irrigate in all mine squares. This will cause a population boom, and excess citizens, beyond the maximum 20 that can be involved in production, can be made into Scientists, boosting the city's Science even more. Anyway, here are the improvements a Super Science City should have. The more of these you can cram in there, the better, so keep building: Library, University, Research Lab, The Colossus, Copernicus' Observatory, Newton's University, SETI Program. Be sure to build roads around this city to maximize the trade, and thus maximize the scientific potential. Typically, to avoid corruption, the Super Science City either is or is near the capital or Forbidden Palace. QUICK AZTEC PLOY This tactic, intended for use in the first few turns of the game, is ideal for the Aztecs whose unique units replace Warriors. Obviously, the value of these units goes down almost immediately since the Warrior is made obsolete so quickly. However, the Aztecs can make great use of their Jaguar Warriors in the first few turns. Build two Jaguars right away as your first two units. This should take about ten turns. Then immediately send them out. The hope is that you find an enemy city; two warriors have a good chance of capturing a enemy city if all it has defensively is a Warrior. Even if it has a Spearman, you've got a chance. Aztec Jaguars can move 20 spaces in 10 turns, so given 10 turns to build them, you could have captured a second city, or even eliminated a civ, by turn 20. Eliminating a civ is the best possibility. The game automatically makes the civ starting locations spread out; if one of the rivals who started near you disappears, then you will have a much greater area to occupy before you run into foreign borders. Thus, this quick tactic can have benefits throughout the whole game. THE ROCK How, you ask, can you wipe out dozens of enemy force with one unit. Simple, it's the Rock strategy. This uses terrain bonuses to the fullest. The best time for this is the modern age, once railroads are built, and when you have a Right of Passage agreement you wish to violate. However, it works in many situations. Before the fighting commences, move two or three high defense units (must be Veteran, preferably Elite) such as Riflemen, Infantry, and Mech Infantry into your enemy's territory. Find mountains and put them there. When you commence war, just throw one unit at an enemy worker, capture it, and initiate war without taking any losses. On the same turn, fortify those units on their mountains. While holding your invasion force back, the enemy should send some troops at you, but considering the invasion army is massed at your border and possibly fortified there, they will be fended off. The enemy will also send many units to attack those mountain top troops, but because their already high defense is magnified by the mountain, the enemy troops will keep failing. This works great with Battlefield Medicine since the fortified unit will heal between turns. Hopefully, after all this, much of the enemy's standing army will be defeated. Now, march in and enjoy the easy conquer. THE CULTURE PUSH This is a strategy for getting hold of resources peacefully. It's best done in the mid to late game, when you have a lot of gold to spare. Here's the scenario: there's a resource you want just over the enemy border. You don't want to go to war to get it. But, you are going to get it anyway. Start by building a city in your territory, as close to the resource as possible. Probably, when you build the city, you will grab at least one square of enemy territory. Now, rush the Temple, Cathedral, Library, and University in that city. It should experience two quick territory boosts at the 10 and 100 mark. Now, look at the border between you and your enemy. It will have pushed in a little under the weight of this new city. Now build another city within your territory, again as close to the resource as possible. It might have to be very close to the previous city, or in a bad position, but don't worry. This town is just a "placeholder". Once again, rush the four culture developing improvements. Keep repeating until your "push" occupies the resource you want. You can also use this just to reduce your enemy's territory, to cut off a city for potential defection, to make a spur to a body of water, or any other purpose where you want to gain territory peacefully. Usually, it will work for any resources not immediately outside an enemy city, given enough time. After you get the territory you want, and perhaps a defection or two, and most certainly have built a city directly on the resource, you can exercise the option to clean up the mess of cities this will leave. But each of these packed together cities should handle at least 3-4 population, so feel free to just leave it as is. BIG BULLSEYE EMPIRE This is an expansion tip that can secure you a good amount of land early in the game. Have you noticed that enemy units rarely cross your territory early in the game, and even late in the game won't do it unless they're going somewhere? This takes advantage of that mistake by the AI. In this plan, you begin by making a couple cities at a central location, while exploring the surrounding civs. Now, set all your cities to build a Settler. Take the Settlers you are churning out, and send them to a border with an enemy. Build a line of cities all along that border, set up so that the culture borders interlock and form one solid line. Now, the enemy won't send units across that line. This line of cities doesn't need to be close to your original group, in fact it shouldn't be. Essentially you are building a fence right now, around an area that you will later fill in. Continue to do this on all the borders of your planned Empire, including the ocean. It may not be until the Middle Ages that you have a chance to fill in the inner ring of the bull's-eye that lies between your capital area and the outer perimeter. Don't worry, however, because your fence will keep the enemy out. NOTE: In this strategy, never trade either of your maps, and never give a Right of Passage agreement, or the AI will go right for that open area. TESSALLATION Sometimes you find yourself in an ideal area, where there is fertile pasture for miles around: essentially, a big open area of Plains or Grassland. For instance, in the Huge World Map scenario, central Asia, stretching into Europe is an area much like this. The shape of the Civ III city radius cannot be tessellated, meaning you cannot arrange it like tiles with no spaces. However, this is the way to build the most cities without overlapping and with the least wasted space: (X represents a city, numbers are the city radius areas of different cities, note that City #8 is off the map to the north) ----------------------------------------------- | |1|1|1| |3|3|3|3|3|5|5|X|5|5|8|8|8|8|8| | | | ----------------------------------------------- |1|1|1|1|1|3|3|X|3|3|5|5|5|5|5| |8|8|8|7|7|7| | ----------------------------------------------- |1|1|X|1|1|3|3|3|3|3| |5|5|5|6|6|6| |7|7|7|7|7| ----------------------------------------------- |1|1|1|1|1| |3|3|3|4|4|4| |6|6|6|6|6|7|7|X|7|7| ----------------------------------------------- | |1|1|1|2|2|2| |4|4|4|4|4|6|6|X|6|6|7|7|7|7|7| ----------------------------------------------- | | | |2|2|2|2|2|4|4|X|4|4|6|6|6|6|6| |7|7|7| | ----------------------------------------------- | | | |2|2|X|2|2|4|4|4|4|4| |6|6|6| | | | | | | ----------------------------------------------- As you can see, this method wastes just one out of every 22 squares. TERRAIN BONUS #1: LAND BRIDGES Land bridges are a beautiful terrain feature if you are the first to discover it, and is not so great if you come late (rhyme!). A Land Bridge is any piece of terrain set up so that you can completely blockade it with one or two units; the key is that it is completely blocked, including any diagonal moves. If you find a land bridge, use whatever units you have to, and block it then and there. If it is at a border to your Empire, then it will stop enemy troops from coming in unless they are at war with you. It will also stop enemy explorers from accessing precious resources in that interior area. An interesting use of land bridges is when you have them blocked, but they are nowhere near your civ. By using them to control the flow of enemy units, you can determine the fate of wars and allow one civ to grow while another languishes. Say there is a small civ on your border you want to protect as a buffer, let's say France, and they are at war with another large civ, say China. If you find a land bridge separating China and France, occupy it. China will now be forced to fight the war from the sea, neutralizing their advantage in size. Land bridges are definitely one of the most effective terrain features when used properly. TERRAIN BONUS #2: ISTHMUS/CANAL An isthmus is any feature of land separating two bodies of water. To build a canal there, it must have at least one point where it is one square wide. That is, imagine that you had a ship that could move over land; if it could move from the first body of water into the second in only two moves, you can build a canal. Now, you ask, I didn't know there was a canal function?!?! Well there isn't. What you do is you build a city on that one land square. Ships can enter the city, and will be able to move from one body of water to the other. While this type of terrain feature is rare, being able to build such a city is a huge bonus. Your troops and ships will be able to move much faster since they won't have to go around the land mass, they can go through it. The best possible application is the Inland Sea. While such a feature is rare to find on a map, an inland sea gives you great opportunities to have the sea all to yourself. This is nice for building Coastal wonders without having to put them in a vulnerable coastal city. NOTE: You can achieve the same effect by blocking the entire entrance to a sea with ship units and then just leaving them there, and no enemy units will be able to enter. Of course, you must control the whole coast of the sea, or they can just build ships inside it. SCORE BOOSTING If you are obsessed with getting the all time high score or just beating your friend's best effort, there are a number of steps you can take to increase your score. Remember that the biggest contributors to your score are territory and happy citizens. Essentially, here's what this means: for maximum score, big cities are a bad idea. Let's say that you have four luxury resources. With marketplaces in every city, this will allow you to keep six citizens in each city happy without any improvements but a marketplace. So what do you do? If you're playing a game with an eye toward milking the score, begin with the "Bullseye" empire strategy mentioned above. Then fill in the empty space with as many cities as you think reasonable; each city should be able to support 6 citizens under Despotism. The key is to acquire four luxury resources, then build marketplace in every city. Once you do this you are ready for phase two. Sweep almost all the rest of the world away in a war campaign. As long as you never build aqueduct, your citizenry will stay happy; feel no need to build any improvements in your cities, just keep building units. In captured areas, follow the same plan as before: cities close together, marketplace in each, complete trade network, no aqueduct. The final phase begins once you have pretty much destroyed all other civs. Let one civ stay alive, under close watch by your troops. Just let them keep their capital; we just don't want the game to end. Now, build aqueduct in all your cities and use workers to irrigate every square that can be irrigated. All food should be put to use. As to science and taxes, only keep enough taxes to offset your costs. Science can be shut down completely. The key is to set the luxury slider as high as is necessary to have every citizen be happy. When 2050 rolls around, sit back and watch the demographics as you achieve your Hall of Fame score. ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* TRIBES OF CIVILIZATION III ******************************************************************************* ******************************************************************************* Under each tribe heading, you will find numerous pieces of information. Here's a summary of what each section contains. TRIBE NAME The tribe is listed by three names: the name of the people (plural); the name of the land they inhabit; and the adjective used to describe them. RULER NAME This is the default ruler name for the tribe, the default title, and default gender. CULTURE GROUP There are five "culture groups" in the game. Basically, the represent the general area of origin of the group. The five groups are: Asian, Mid East, American, European, and Mediterranian. Tribes in the same culture groups use the same city models on the main map screen, tend to start closer to one another, and tend to have better relations with one another. Here are all the tribes divided by culture group: AMERICAN: Americans, Aztecs, Iroquois ASIAN: Chinese, Indians, Japanese EUROPEAN: English, French, Germans, Russians MEDITERRANIAN: Egyptians, Greeks, Romans MIDEAST: Babylonians, Persians, Zulus PERSONALITY This is in three parts: Favored government; Hated government; and aggression level, with the levels being Low, Below Average, Average, Above Average, and High. UNIQUE COLOR This is the team's color. Their cities will have this color in the name bar, and their units will have a ring of this color around them. Also, this color will indicate their borders on the main and small maps. BONUSES There are six bonuses; each Civ has two. The bonuses are very important in determining what a tribe is like, so I will go into some detail on each one. Militaristic: Civilizations with this attribute produce more Great Leaders, and their units promote more easily (Regular to Veteran, Veteran to Elite, Etc.). They also produce military improvements (Barracks, Coastal Fortress, etc.) 50% more cheaply than other Civs. The best aspect of this is the Leader production, which both allows you to create more armies, and allows you to speed Wonders, which can be a big help in stealing Wonders from other Civs. The following Civs have the Militaristic Bonus: Aztecs Germans Japanese Romans Zulus Commercial: Commercial Bonus allows a Civ two financial advantages: first, it reduces corruption across your empire, though the actual reduction is fairly low. Second, large cities get a bonus production of commerce. This to me is the second least effective bonus. The following Civs have the Commercial Bonus: British French Greeks Indians Romans Religious: Religious tribes can build religion-oriented city improvements, such as Temple and Cathedral, at half-cost. They also change forms of government with only one turn of anarchy. The easy government change is a big plus if you like to change governments a lot, particularly if you do the Democracy in peace/Despotism in war thing. Personally, I just try to keep my Democracy stable through the tough times, so Religion is less of a plus. The following Civs have the Religious Bonus: Aztecs Babylonians Egyptians Indians Iroquois Japanese Industrious: Larger cities produce more shield under the Industrious Bonus, which is a two-edged sword, since your cities will build faster but will also produce more pollution. Workers also work faster under this bonus. The following Civs have the Industrious Bonus: Americans Chinese Egyptians French Persians Scientific: For me this is the best attribute. First, you get a free tech at the beginning of each of the four Eras. Plus, you can build Library and University and Research Lab more quickly...not only does this make your research faster, but it helps increase your culture. These are great Civs to play with for any type of victory. The following Civs have the Scientific Bonus: Babylonians Chinese Germans Greeks Russians Persians Expansionist: Expansionist cultures get a third unit at the beginning of the game: a Scout, which has a two movement rate. They can also build more scouts later. This is by far the weakest of the six bonuses. The following Civs have the Expansionist Bonus: Americans British Iroquois Russians Zulus OPENING TECHS Each tribe is given two free civilization advances at the start of the game. UNIQUE UNIT Each tribe has one unique unit; here, the unit is given with its stats and any other relevant information. A/D/M is Attack/Defense/Movement. Range is given in place of Movement for air units. ******************************************************************************* AMERICANS Tribe Names: Americans, America, American Ruler Name: President Lincoln (male) Culture Group: American Favored Gov't: Democracy Hated Gov't: Communism Aggression Level: Average Unique Color: Sky Blue Bonuses: Industrious Expansionist Opening Techs: Pottery Masonry Unique Unit: F-15 replaces JET FIGHTER A/D/M: 8/4/6 ******************************************************************************* AZTECS Tribe Names: Aztecs, Aztecs, Aztec Ruler Name: Chief Montezuma (male) Culture Group: American Favored Gov't: Monarchy Hated Gov't: Democracy Aggression Level: Above Average Unique Color: Forest Green Bonuses: Militaristic Religious Opening Techs: Warrior Code Ceremonial Burial Unique Unit: JAGUAR WARRIOR replaces WARRIOR A/D/M: 1/1/2 ******************************************************************************* BABYLONIANS Tribe Names: Babylonians, Babylon, Babylonian Ruler Name: King Hammurabi (male) Culture Group: Mid East Favored Gov't: Monarchy Hated Gov't: Despotism Aggression Level: Above Average Unique Color: Dark Blue Bonuses: Scientific Religious Opening Techs: Bronze Working Ceremonial Burial Unique Unit: BOWMAN replaces ARCHER A/D/M: 2/2/1 ******************************************************************************* CHINESE Tribe Names: Chinese, China, Chinese Ruler Name: Chairman Mao (male) Culture Group: Asian Favored Gov't: Communism Hated Gov't: Monarchy Aggression Level: Below Average Unique Color: Pink (maybe Salmon) Bonuses: Militaristic Industrious Opening Techs: Warrior Code Masonry Unique Unit: RIDER replaces KNIGHT A/D/M: 4/3/3 ******************************************************************************* EGYPTIANS Tribe Names: Egyptians, Egypt, Egyptian Ruler Name: Queen Cleopatra (female) Culture Group: Mediterranean Favored Gov't: Monarchy Hated Gov't: Republic Aggression Level: Average Unique Color: Yellow Bonuses: Industrial Religious Opening Techs: Ceremonial Burial Masonry Unique Unit: WAR CHARIOT replaces CHARIOT A/D/M: 2/1/2 ******************************************************************************* ENGLISH Tribe Names: English, England, English Ruler Name: Queen Elizabeth (female) Culture Group: European Favored Gov't: Democracy Hated Gov't: Despotism Aggression Level: Average Unique Color: Orange Bonuses: Expansionist Commercial Opening Techs: Alphabet Pottery Unique Unit: MAN O WAR replaces FRIGATE A/D/M: 3/2/4 ******************************************************************************* FRENCH Tribe Names: French, France, French Ruler Name: Saint Joan d'Arc (female) Culture Group: European Favored Gov't: Republic Hated Gov't: Monarchy Aggression Level: Low Unique Color: Pink (Darker Pink than China) Bonuses: Industrious Commercial Opening Techs: Alphabet Masonry Unique Unit: MUSKETEER replaces MUSKETMAN A/D/M: 3/4/1 ******************************************************************************* GERMANS Tribe Names: Germans, Germany, Germans Ruler Name: Chancellor Bismark (male) Culture Group: European Favored Gov't: Republic Hated Gov't: Communism Aggression Level: High Unique Color: Light Blue Bonuses: Militaristic Scientific Opening Techs: Warrior Code Bronze Working Unique Unit: PANZER replaces TANK A/D/M: 16/8/3 ******************************************************************************* GREEKS Tribe Names: Greeks, Greece, Greek Ruler Name: King Alexander (male) Culture Group: Mediterranean Favored Gov't: Democracy Hated Gov't: Despotism Aggression Level: Average Unique Color: Lime Green Bonuses: Scientific Commercial Opening Techs: Alphabet Bronze Working Unique Unit: HOPLITE replaces SPEARMAN A/D/M: 1/3/1 ******************************************************************************* INDIANS Tribe Names: Indians, India, Indian Ruler Name: Mahatma Gandhi (male) Culture Group: Asian Favored Gov't: Democracy Hated Gov't: Despotism Aggression Level: Low Unique Color: Gray Bonuses: Religious Commercial Opening Techs: Alphabet Ceremonial Burial Unique Unit: WAR ELEPHANT replaces KNIGHT A/D/M: 4/3/2 ******************************************************************************* IROQUOIS Tribe Names: Iroquois, Iroquois, Iroquois Ruler Name: Chief Hiawatha Culture Group: American Favored Gov't: Communism Hated Gov't: Monarchy Aggression Level: Below Average Unique Color: Purple Bonuses: Expansionist Religious Opening Techs: Pottery Ceremonial Burial Unique Unit: MOUNTED WARRIOR replaces HORSEMAN A/D/M: 3/1/2 ******************************************************************************* JAPANESE Tribe Names: Japanese, Japan, Japanese Ruler Name: Shogun Tokugawa (male) Culture Group: Asian Favored Gov't: Monarchy Hated Gov't: Republic Aggression Level: Above Average Unique Color: Brick Red Bonuses: Militaristic Religious Opening Techs: The Wheel Ceremonial Burial Unique Unit: SAMURAI replaces KNIGHT A/D/M: 4/4/2 ******************************************************************************* PERSIANS Tribe Names: Persians, Persia, Persian Ruler Name: Emperor Xerxes (male) Culture Group: Mid East Favored Gov't: Monarchy Hated Gov't: Democracy Aggression Level: Above Average Unique Color: Teal Bonuses: Industrious Scientific Opening Techs: Bronze Working Masonry Unique Unit: IMMORTALS replaces SWORDSMAN A/D/M: 4/2/1 ******************************************************************************* ROMANS Tribe Names: Romans, Rome, Roman Ruler Name: Emperor Caesar (male) Culture Group: Mediterranean Favored Gov't: Republic Hated Gov't: Communism Aggression Level: Above Average Unique Color: Red Bonuses: Militaristic Commercial Opening Techs: Warrior Code Alphabet Unique Unit: LEGIONARY replaces SWORDSMAN A/D/M: 3/3/1 ******************************************************************************* RUSSIANS Tribe Names: Russians, Russia, Russian Ruler Name: Czarina Catherine (female) Culture Group: European Favored Gov't: Communism Hated Gov't: Democracy Aggression Level: Above Average Unique Color: Brown Bonuses: Expansionist Scientific Opening Techs: Pottery Bronze Working Unique Unit: COSSACK replaces CAVALRY A/D/M: 6/4/3 ******************************************************************************* ZULUS Tribe Names: Zulus, Zululand, Zulu Ruler Name: Chief Shaka (male) Culture Group: Mid East Favored Gov't: Despotism Hated Gov't: Democracy Aggression Level: High Unique Color: Black Bonuses: Militaristic Expansionist Opening Techs: Warrior Code Pottery Unique Unit: IMPI replaces SPEARMAN A/D/M: 1/2/2 ******************************************************************************* ******************************************************************************* ******************************************************************************* UNITS OF CIVILIZATION III ******************************************************************************* ******************************************************************************* LEGEND NAME: Pretty self-explanitory. PRE-REQUISITE: Technology needed to build. RESOURCES: Strategic Resources, it any, needed to build this unit. COST: Cost in shields (cost in population). ATTACK (A): Unit's attack strength. DEFENSE (D): Unit's defense strength. MOVEMENT (M): Standard moves per turn. For air units, the operational range is given instead. BOMBARD: Strength (Range) (Rate of Fire). UPGRADES TO: What the unit upgrades to. ABILITIES: All special abilities. The regular units are listed alphabetically from AEGIS Cruiser to Worker. Then, the sixteen civilization-unique units are listed, alphabetically by civ, from the Americans' F-15 Fighter to the Zulus Impi. For these units, two extra pieces of info are listed. In parantheses next to the unit's name is the civ that can build the unit. Below this is the name of the regular unit that this special unit takes the place of. For instance, the Russians can build the Cossack, and Cossack takes the place of Cavalry. This means that the regular Cavalry unit will not show up in the Russians' build list; only Cossack will show up. ******************************************************************************* AEGIS CRUISER Prerequisite: Robotics Resources: Aluminum, Uranium Cost: 160 shields A/D/M: 12/10/5 Bombard: 4 (2) (2) Abilities: Radar Can See Submarines Ranged Attack Animation ******************************************************************************* ARCHER Prerequisite: Warrior Code Resources: None Cost: 20 shields A/D/M: 2/1/1 Upgrades To: Longbowman Abilities: Foot Soldier Ranged Attack Animation ******************************************************************************* ARMY Prerequisite: None Resources: None Cost: 40 shields A/D/M: */*/1 Transport: 3 units (4 with Pentagon) Abilities: Army ******************************************************************************* ARTILLERY Prerequisite: Replaceable Parts Resources: None Cost: 80 shields A/D/M: 0/0/1 Bombard: 12 (2) (2) Upgrades From: Cannon Upgrades To: Radar Artillery ******************************************************************************* BATTLESHIP Prerequisite: Mass Production Resources: Oil Cost: 200 shields A/D/M: 18/12/5 Bombard: 8 (2) (2) Abilities: Ranged Attack Animation Turn To Attack ******************************************************************************* BOMBER Prerequisite: Flight Resources: Oil Cost: 100 shields A/D/M: 0/2/6 Bombard: 8 (0) (3) Abilities: Immobile ******************************************************************************* CANNON Prerequisite: Metallurgy Resources: Iron; Saltpeter Cost: 40 shields A/D/M: 0/0/1 Bombard: 8 (1) (1) Upgrades From: Catapult Upgrades To: Artillery Abilities: Wheeled ******************************************************************************* CARAVEL Prerequisite: Astronomy Resources: None Cost: 40 shields A/D/M: 1/2/3 Transport: 3 units Upgrades From: Galley Upgrades To: Galleon Abilities: Sink In Ocean Ranged Attack Animation Turn To Attack ******************************************************************************* CARRIER Prerequisite: Mass Production Resources: Oil Cost: 180 shields A/D/M: 1/8/4 Transport: 4 units Abilities: Radar Aircraft Carrier Ranged Attack Animation ******************************************************************************* CATAPULT Prerequisite: Mathematics Resources: None Cost: 20 shields A/D/M: 0/0/1 Bombard: 4 (1) (1) Upgrades To: Cannon Abilities: Wheeled ******************************************************************************* CAVALRY Prerequisite: Military Tradition Resources: Horses; Saltpeter Cost: 80 shields A/D/M: 6/3/3 Upgrades From: Knight Abilities: Mounted ******************************************************************************* CHARIOT Prerequisite: The Wheel Resources: Horses Cost: 20 shields A/D/M: 1/1/2 Upgrades To: Horseman Abilities: Wheeled ******************************************************************************* CRUISE MISSILE Prerequisite: Rocketry Resources: Aluminum Cost: 60 shields A/D/M: 0/0/1 Bombard: 16 (2) (3) Abilities: Cruise Missile ******************************************************************************* DESTROYER Prerequisite: Combustion Resources: Oil Cost: 120 shields A/D/M: 12/8/5 Bombard: 6 (1) (2) Abilities: Ranged Attack Animation ******************************************************************************* EXPLORER Prerequisite: Navigation Resources: None Cost: 20 shields A/D/M: 0/0/2 Upgrades From: Scout Abilities: All Terrain As Roads ******************************************************************************* FIGHTER Prerequisite: Flight Resources: Oil Cost: 80 shields A/D/M: 4/2/1 Bombard: 2 (0) (1) Upgrades To: Jet Fighter Abilities: Immobile ******************************************************************************* FRIGATE Prerequisite: Magnetism Resources: Iron; Saltpeter Cost: 60 shields A/D/M: 2/2/4 Bombard: 2 (1) (2) Abilities: Ranged Attack Animation Turn To Attack ******************************************************************************* GALLEON Prerequisite: Magnetism Resources: None Cost: 60 shields A/D/M: 1/2/4 Transport: 4 units Upgrades From: Caravel Upgrades To: Transport Abilities: Ranged Attack Animation Turn To Attack ******************************************************************************* GALLEY Prerequisite: Map Making Resources: None Cost: 30 shields A/D/M: 1/1/3 Transport: 2 units Upgrades To: Caravel Abilities: Sink In Sea Sink In Ocean Ranged Attack Animation Turn To Attack ******************************************************************************* HELICOPTER Prerequisite: Advanced Flight Resources: Oil; Rubber Cost: 80 shields A/D/M: 0/2/4 Transport: 1 unit Abilities: Immobile Carry Foot Units Only ******************************************************************************* HORSEMAN Prerequisite: Horseback Riding Resources: Horses Cost: 30 shields A/D/M: 2/1/2 Upgrades From: Chariot Upgrades To: Knight Abilities: Mounted ******************************************************************************* ICBM Prerequisite: Satellites Resources: Aluminum; Uranium Cost: 600 shields A/D/M: 0/0/1 Abilities: Immobile Nuclear Weapon ICBM ******************************************************************************* INFANTRY Prerequisite: Replaceable Parts Resources: Rubber Cost: 90 shields A/D/M: 6/10/1 Upgrades From: Rifleman Upgrades To: Mech Infantry Abilities: Foot Soldier Draft Ranged Attack Animation ******************************************************************************* IRONCLAD Prerequisite: Steam Power Resources: Iron; Coal Cost: 80 shields A/D/M: 4/4/4 Bombard: 4 (1) (2) Abilities: Ranged Attack Animation ******************************************************************************* JET FIGHTER Prerequisite: Rocketry Resources: Oil; Aluminum Cost: 100 shields A/D/M: 8/4/6 Bombard: 2 (0) (1) Upgrades From: Fighter Abilities: Immobile ******************************************************************************* KNIGHT Prerequisite: Chivalry Resources: Horses; Iron Cost: 70 shields A/D/M: 4/3/2 Upgrades From: Horseman Upgrades To: Cavalry Abilities: Mounted ******************************************************************************* LEADER Prerequisite: None Resources: None Cost: NA A/D/M: 0/0/3 Abilities: Leader ******************************************************************************* LONGBOWMAN Prerequisite: Invention Resources: None Cost: 40 shields A/D/M: 4/1/1 Upgrades From: Archer Abilities: Foot Soldier Ranged Attack Animation ******************************************************************************* MARINE Prerequisite: Amphibious War Resources: Rubber Cost: 100 shields A/D/M: 8/6/1 Abilities: Foot Soldier Amphibious Unit Ranged Attack Animation ******************************************************************************* MECH INFANTRY Prerequisite: Computers Resources: Oil; Rubber Cost: 110 shields A/D/M: 12/18/2 Upgrades From: Infantry Abilities: Draft Ranged Attack Animation ******************************************************************************* MODERN ARMOR Prerequisite: Synthetic Fibers Resources: Oil; Rubber; Aluminum Cost: 120 shields A/D/M: 24/16/3 Upgrades From: Tank Abilities: Blitz Ranged Attack Animation ******************************************************************************* MUSKETMAN Prerequisite: Gunpowder Resources: Saltpeter Cost: 60 shields A/D/M: 2/4/1 Upgrades From: Pikeman Upgrades To: Rifleman Abilities: Foot Soldier Draft Ranged Attack Animation ******************************************************************************* NUCLEAR SUBMARINE Prerequisite: Fission Resources: Uranium Cost: 120 shields A/D/M: 6/4/3 Transport: 1 unit Abilities: Submarine Can See Submarines Can Carry Tactical Missiles Ranged Attack Animation ******************************************************************************* PARATROOPER Prerequisite: Advanced Flight Resources: Oil; Rubber Cost: 100 shields A/D/M: 6/8/1 (operational range=4) Abilities: Foot Soldier Ranged Attack Animation ******************************************************************************* PIKEMAN Prerequisite: Feudalism Resources: Iron Cost: 30 shields A/D/M: 1/3/1 Upgrades From: Spearman Upgrades To: Musketman Abilities: Foot Soldier Draft ******************************************************************************* RADAR ARTILLERY Prerequisite: Robotics Resources: Aluminum Cost: 120 shields A/D/M: 0/0/1 Bombard: 16 (2) (2) Upgrades From: Artillery Abilities: Radar Turn To Attack ******************************************************************************* RIFLEMAN Prerequisite: Nationalism Resources: None Cost: 80 shields A/D/M: 4/6/1 Upgrades From: Musketman Upgrades To: Infantry Abilities: Foot Soldier Draft Ranged Attack Animation ******************************************************************************* SCOUT (Available to Expansionist Civs only) Prerequisite: None Resources: None Cost: 10 shields A/D/M: 0/0/2 Upgrades To: Explorer Abilities: None ******************************************************************************* SETTLER Prerequisite: None Resources: None Cost: 30 shields; 2 population A/D/M: 0/0/1 Abilities: None ******************************************************************************* SPEARMAN Prerequisite: Bronze Working Resources: None Cost: 20 shields A/D/M: 1/2/1 Upgrades To: Pikemen Abilities: Foot Soldier Draft ******************************************************************************* STEALTH BOMBER Prerequisite: Stealth Resources: Oil; Aluminum Cost: 240 shields A/D/M: 0/0/8 Bombard: 8 (0) (3) Abilities: Immobile Stealth ******************************************************************************* STEALTH FIGHTER Prerequisite: Stealth Resources: Oil; Aluminum Cost: 120 shields A/D/M: 0/0/6 Bombard: 4 (0) (2) Abilities: Immobile Stealth ******************************************************************************* SUBMARINE Prerequisite: Mass Production Resources: Oil Cost: 100 shields A/D/M: 6/4/3 Abilities: Submarine Can See Submarines Ranged Attack Animation ******************************************************************************* SWORDSMAN Prerequisite: Iron Working Resources: Iron Cost: 30 shields A/D/M: 3/2/1 Upgrades From: Warrior Abilities: Foot Soldier ******************************************************************************* TACTICAL NUKE Prerequisite: Space Flight Resources: Aluminum; Uranium Cost: 300 shields A/D/M: 0/0/1 Bombard: 0 (6) (0) Abilities: Nuclear Weapon Tactical Missile ******************************************************************************* TANK Prerequisite: Motorized Transportation Resources: Oil; Rubber Class: Land Cost: 100 shields A/D/M: 16/8/2 Upgrades To: Modern Armor Abilities: Blitz Ranged Attack Animation ******************************************************************************* TRANSPORT Prerequisite: Combustion Resources: Oil Cost: 100 shields A/D/M: 1/4/5 Transport: 8 units Upgrades From: Galleon Abilities: Ranged Attack Animation ******************************************************************************* WARRIOR Prerequisite: None Resources: None Cost: 10 shields A/D/M: 1/1/1 Upgrades To: Swordsman Abilities: Foot Soldier ******************************************************************************* WORKER Prerequisite: None Resources: None Cost: 10 shields; 1 population A/D/M: 0/0/1 Abilities: None ******************************************************************************* F-15 FIGHTER (Americans) Replaces: Jet Fighter Prerequisite: Rocketry Resources: Oil; Aluminum Cost: 100 shields A/D/M: 8/4/6 Bombard: 4 (0) (2) Abilities: Immobile Starts Golden Age ******************************************************************************* JAGUAR WARRIOR (Aztecs) Replaces: Warrior Prerequisite: None Resources: None Cost: 10 shields A/D/M: 1/1/2 Upgrades To: Swordsman Abilities: Foot Soldier Starts Golden Age ******************************************************************************* BOWMAN (Babylonians) Replaces: Archer Prerequisite: Warrior Code Resources: None Cost: 20 shields A/D/M: 2/2/1 Upgrades To: Longbowman Abilities: Foot Soldier Starts Golden Age Ranged Attack Animation ******************************************************************************* RIDER (Chinese) Replaces: Knight Prerequisite: Chivalry Resources: Horses; Iron Cost: 70 shields A/D/M: 4/3/3 Upgrades To: Cavalry Abilities: Mounted Starts Golden Age ******************************************************************************* WAR CHARIOT (Egyptians) Replaces: Chariot Prerequisite: The Wheel Resources: Horses Cost: 20 shields A/D/M: 2/1/2 Upgrades To: Knight Abilities: Wheeled Starts Golden Age Ranged Attack Animation ******************************************************************************* MAN O WAR (English) Replaces: Frigate Prerequisite: Magnetism Resources: Iron; Saltpeter Cost: 60 shields A/D/M: 3/2/4 Bombard: 3 (1) (2) Abilities: Starts Golden Age Ranged Attack Animation Turn To Attack ******************************************************************************* MUSKETEER (French) Replaces: Musketman Prerequisite: Gunpowder Resources: Saltpeter Cost: 60 shields A/D/M: 3/4/1 Upgrades To: Rifleman Abilities: Foot Soldier Starts Golden Age Ranged Attack Animation ******************************************************************************* PANZER (Germans) Replaces: Tank Prerequisite: Motorized Transportation Resources: Oil; Rubber Cost: 100 shields A/D/M: 16/8/3 Upgrades To: Modern Armor Abilities: Blitz Starts Golden Age Ranged Attack Animation ******************************************************************************* HOPLITE (Greeks) Replaces: Spearman Prerequisite: Bronze Working Resources: None Cost: 20 shields A/D/M: 1/3/1 Upgrades To: Musketman Abilities: Foot Soldier Starts Golden Age ******************************************************************************* WAR ELEPHANT (Indians) Replaces: Knight Prerequisite: Chivalry Resources: None Cost: 70 shields A/D/M: 4/3/2 Upgrades To: Cavalry Abilities: Mounted Starts Golden Age ******************************************************************************* MOUNTED WARRIOR (Iroquois) Replaces: Horseman Prerequisite: Horseback Riding Resources: Horses Cost: 30 shields A/D/M: 3/1/2 Upgrades To: Knight Abilities: Mounted Starts Golden Age Ranged Attack Animation ******************************************************************************* SAMURAI (Japanese) Replaces: Knight Prerequisite: Chivalry Resources: Iron Cost: 70 shields A/D/M: 4/4/2 Upgrades To: Cavalry Abilities: Foot Soldier Starts Golden Age ******************************************************************************* IMMORTALS (Persians) Replaces: Swordsman Prerequisite: Iron Working Resources: Iron Cost: 30 shields A/D/M: 4/2/1 Abilities: Foot Soldier Starts Golden Age ******************************************************************************* LEGIONARY (Romans) Replaces: Swordsman Prerequisite: Iron Working Resources: Iron Cost: 30 shields A/D/M: 3/3/1 Abilities: Foot Soldier Starts Golden Age ******************************************************************************* COSSACK (Russians) Replaces: Cavalry Prerequisite: Military Tradition Resources: Horses; Saltpeter Cost: 80 shields A/D/M: 6/4/3 Abilities: Mounted Starts Golden Age Ranged Attack Animation ******************************************************************************* IMPI (Zulus) Replaces: Spearman Prerequisite: Bronze Working Resources: None Cost: 20 shields A/D/M: 1/2/2 Abilities: Foot Soldier Starts Golden Age ******************************************************************************* ******************************************************************************* ******************************************************************************* IMPROVEMENTS OF CIVILIZATION III ******************************************************************************* ******************************************************************************* LEGEND NAME The name of the city improvement. PREREQUISITES Most structures require only a certain tech to be built. Some, however, also require that the city already contain a certain other building. It is noted whether the prerequisite is a civilization advance, or a city improvement. RESOURCES Strategic resources the city must have to build this structure. COST The cost, in shields, to build this improvement. MAINTENANCE The cost per turn, in gold, to maintain this structure. PRODUCTION Shields produced per turn. POLLUTION Pollution produced per turn. HAPPY FACES Number of happy faces it produces for that city. CULTURE Culture points accumulated per turn. DEFENSIVE VALUES Only present for some improvements. The possible Defense values are for: Bombard Defense--defense against land bombardment Defense Bonus--percent defensive bonus to garrisoned units Naval Power--Power with which the improvement attacks passing enemy naval units Naval Bombard Defense--defense against bombardment from the sea Air Power--Power with which this improvement attacks passing enemy air units FLAGS Any special notes, effects, or chacteristics. All improvements are arranged alphabetically, except for the special ones. Those are listed alphabetically by themselves, after all others have been listed. ******************************************************************************* AIRPORT Prerequisites: Flight (Advance) Cost: 160 Maintenance: 2 Production: 0 Pollution: 1 Flags: Militaristic Commercial Veteran Air Units Allows Air Trade ******************************************************************************* AQUEDUCT Prerequisites: Construction (Advance) Cost: 100 Maintenance: 1 Flags: Allows City Size Level 2 ******************************************************************************* BANK Prerequisites: Banking (Advance) Marketplace (Improvement) Cost: 120 Maintenance: 1 Flags: Commercial +50% Tax Output ******************************************************************************* BARRACKS Cost: 40 Maintenance: 1 Flags: Militaristic Veteran Ground Units ******************************************************************************* CATHEDRAL Prerequisites: Monotheism (Advance) Temple (Improvement) Cost: 140 Maintenance: 2 Happy Faces: 3 Culture: 3 Flags: Religious ******************************************************************************* COAL PLANT Prerequisites: Industrialization (Advance) Factory (Improvement) Resources: Coal Cost: 160 Maintenance: 3 Production: 2 Pollution: 2 Flags: Replaces All Improvements With This Flag Checked ******************************************************************************* COASTAL FORTRESS Prerequisites: Metallurgy (Advance) Resources: Iron; Saltpeter Cost: 60 Maintenance: 1 Flags: Militatistic Coastal Installation ******************************************************************************* COLOSSEUM Prerequisites: Construction (Advance) Cost: 120 Maintenance: 2 Happy Faces: 2 Culture: 2 Flags: None ******************************************************************************* COURTHOUSE Prerequisites: Code of Laws (Advance) Cost: 80 Maintenance: 1 Flags: Resistant to Propaganda Reduces Corruption ******************************************************************************* FACTORY Prerequisites: Industrialization (Advance) Resources: Iron Cost: 200 Maintenance: 3 Production: 2 Pollution: 2 ******************************************************************************* GRANARY Prerequisites: Pottery (Advance) Cost: 60 Maintenance: 1 Flags: Doubles City Growth Rate ******************************************************************************* HARBOR Prerequisites: Map Making (Advance) Resources: None Cost: 80 Maintenance: 1 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 0 Flags: Militaristic Commercial Coastal Installation Veteran Sea Units Allows Water Trade Increases Food in Water ******************************************************************************* HOSPITAL Prerequisites: Sanitation (Advance) Resources: None Cost: 120 Maintenance: 2 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 0 Flags: Allows City Size Level 3 ******************************************************************************* HYDRO PLANT Prerequisites: Electronics (Advance) Factory (Improvement) Resources: None Cost: 240 Maintenance: 3 Production: 2 Pollution: 0 Happy Faces: 0 Culture: 0 Flags: Must Be Near A River Replaces All Improvements With This Flag Checked ******************************************************************************* LIBRARY Prerequisites: Literature (Advance) Resources: None Cost: 80 Maintenance: 1 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 3 Flags: Scientific +50% Research Output ******************************************************************************* MANUFACTURING PLANT Prerequisites: Robotics (Advance) Factory (Improvement) Resources: None Cost: 320 Maintenance: 3 Production: 2 Pollution: 2 Happy Faces: 0 Culture: 0 Flags: None ******************************************************************************* MARKETPLACE Prerequisites: Currency (Advance) Resources: None Cost: 80 Maintenance: 1 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 0 Flags: Commercial +50% Tax Output Increases Luxury Trade ******************************************************************************* MASS TRANSIT SYSTEM Prerequisites: Ecology (Advance) Resources: Rubber Cost: 160 Maintenance: 2 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 0 Flags: Removes Population Pollution ******************************************************************************* NUCLEAR PLANT Prerequisites: Nuclear Power (Advance) Factory (Improvement) Resources: Uranium Cost: 160 Maintenance: 4 Production: 4 Pollution: 0 Happy Faces: 0 Culture: 0 Flags: Must Be Near Water Can Explode or Meltdown Reduces All Improvements With This Flag Checked ******************************************************************************* OFFSHORE PLATFORM Prerequisites: Miniaturization (Advance) Resources: None Cost: 160 Maintenance: 3 Production: 0 Pollution: 2 Happy Faces: 0 Culture: 0 Flags: Coastal Installation Increases Shields in Water ******************************************************************************* PALACE Prerequisites: Masonry (Advance) Resources: None Cost: 400 Maintenance: 0 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 1 Flags: Center of Empire ******************************************************************************* POLICE STATION Prerequisites: Communism (Advance) Resources: None Cost: 100 Maintenance: 1 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 0 Flags: Reduces War Weariness ******************************************************************************* RECYCLING CENTER Prerequisites: Recycling (Advance) Resources: None Cost: 200 Maintenance: 2 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 0 Flags: Reduces Building Pollution ******************************************************************************* RESEARCH LAB Prerequisites: Computers (Advance) University (Improvement) Resources: None Cost: 160 Maintenance: 2 Production: 0 Pollution: 1 Happy Faces: 0 Culture: 2 Flags: Scientific +50% Research Output ******************************************************************************* SAM MISSILE BATTERY Prerequisites: Rocketry (Advance) Resources: Aluminum Cost: 80 Maintenance: 2 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 0 Air Power: 8 Flags: Militaristic ******************************************************************************* SOLAR PLANT Prerequisites: Ecology (Advance) Resources: Aluminum Cost: 320 Maintenance: 3 Production: 2 Pollution: 0 Happy Faces: 0 Culture: 0 Flags: Replaces All Improvements With This Flag Checked ******************************************************************************* TEMPLE Prerequisites: Ceremonial Burial (Advance) Resources: None Cost: 60 Maintenance: 1 Production: 0 Pollution: 0 Happy Faces: 1 Culture: 2 Flags: Religious ******************************************************************************* UNIVERSITY Prerequisites: Education (Advance) Library (Improvement) Resources: None Cost: 160 Maintenance: 2 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 4 Flags: Scientific +50% Research Output ******************************************************************************* WALLS Prerequisites: Masonry (Advance) Resources: None Cost: 20 Maintenance: 0 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 0 Bombard Defense: 8 Defense Bonus: 50 Flags: Militaristic ******************************************************************************* SS COCKPIT Prerequisites: Space Flight (Advance) Resources: Aluminum Cost: 320 Maintenance: 0 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 0 Flags: None ******************************************************************************* SS DOCKING BAY Prerequisites: Space Flight (Advance) Resources: Aluminum Cost: 160 Maintenance: 0 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 0 Flags: None ******************************************************************************* SS ENGINE Prerequisites: Space Flight (Advance) Resources: Aluminum Cost: 640 Maintenance: 0 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 0 Flags: None ******************************************************************************* SS EXTERIOR CASING Prerequisites: Synthetic Fibers (Advance) Resources: Aluminum; Rubber Cost: 640 Maintenance: 0 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 0 Flags: None ******************************************************************************* SS FUEL CELLS Prerequisites: Superconductor (Advance) Resources: Uranium Cost: 160 Maintenance: 0 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 0 Flags: None ******************************************************************************* SS LIFE SUPPORT SYSTEM Prerequisites: Superconductor (Advance) Resources: Aluminum Cost: 320 Maintenance: 0 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 0 Flags: None ******************************************************************************* SS PLANETARY PARTY LOUNGE Prerequisites: The Laser (Advance) Resources: Aluminum Cost: 160 Maintenance: 0 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 0 Flags: None ******************************************************************************* SS STASIS CHAMBER Prerequisites: Synthetic Fibers (Advance) Resources: Aluminum Cost: 320 Maintenance: 0 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 0 Flags: None ******************************************************************************* SS STORAGE/SUPPLY Prerequisites: Synthetic Fibers (Advance) Resources: Aluminum Cost: 160 Maintenance: 0 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 0 Flags: None ******************************************************************************* SS THRUSTERS Prerequisites: Satellites (Advance) Resources: Aluminum Cost: 320 Maintenance: 0 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 0 Flags: None ******************************************************************************* WEALTH Prerequisites: None Resources: None Cost: 0 Maintenance: 0 Production: 0 Pollution: 0 Happy Faces: 0 Culture: 0 Flags: Capitalization ******************************************************************************* ******************************************************************************* ******************************************************************************* WONDERS OF CIVILIZATION III ******************************************************************************* ******************************************************************************* LEGEND NAME Name of wonder. PREREQUITISTE There can be a prerequisite Civilization Advance, which will be noted, or a set number of a certain structure that your civilization must have built. In this case, the name of the structure and the number needed will be noted. Other requirements will be noted here as well. OBSOLESCENCE Advance which makes this wonder obsolete. RESOURCES Any resources needed will be noted. COST Cost, in shields, to build the wonder. POLLUTION Some wonders produce pollution. CULTURE Culture points accumulated per turn. PRODUCTION Shields per turn added to the city's production. CHARACTERISTICS The types of civilization attribute that are associated with this wonder. EFFECTS The effects of the wonder; there are a wide variety; they may be local, limited to a continent, or civilization wide. The Great Wonders are listed first in alphabetical order, from Colossus to Universal Suffrage. Then the small wonders are listed alphabetically, beginning with Apollo Program. ******************************************************************************* THE COLOSSUS Prerequisite: Bronze Working (Advance) Obsolescence: Flight Cost: 200 Culture: 3 Characteristic: Expansionist Religious Commercial Coastal Installation Effects: +1 Trade in each Trade-Producing Tile ******************************************************************************* COPERNICUS'S OBSERVATORY Prerequisite: Astronomy Cost: 400 Culture: 4 Characteristic: Expansionist Effects: Doubles Research Output ******************************************************************************* CURE FOR CANCER Prerequisite: Genetics Cost: 1000 Culture: 4 Characteristic: Scientific Effects: 1 Happy Face In Every City ******************************************************************************* THE GREAT LIBRARY Prerequisite: Literature Obsolescence: Education Cost: 400 Culture: 6 Characteristic: Scientific Effects: Gain Any Advance Owned By 2 Civs ******************************************************************************* THE GREAT LIGHTHOUSE Prerequisite: Map Making Obsolescence: Magnetism Cost: 400 Culture: 2 Characteristic: Expansionist Commercial Coastal Installation Effects: Safe Sea/Ocean Travel +1 Ship Movement ******************************************************************************* THE GREAT WALL Prerequisite: Construction Obsolescence: Metallurgy Cost: 200 Culture: 2 Characteristic: Militaristic Industrious Effects: Double Combat Strength vs. Barbarians Doubles City Defenses ******************************************************************************* THE HANGING GARDENS Prerequisite: Monarchy Obsolescence: Steam Power Cost: 300 Culture: 4 Characteristic: Industrious Effects: 3 Happy Faces In City 1 Happy Face In All Cities ******************************************************************************* HOOVER DAM Prerequisite: Electronics Must Be Near A River Cost: 800 Culture: 3 Characteristic: Industrious Effects: Gain In Every City On Continent: Hydro Plant ******************************************************************************* JS BACH'S CATHEDRAL Prerequisite: Music Theory Cost: 600 Culture: 5 Characteristic: Religious Effects: 2 Happy Faces In All Cities On Continent ******************************************************************************* LEONARDO'S WORKSHOP Prerequisite: Invention Cost: 600 Culture: 2 Characteristic: Militaristic Effects: Halves Unit Upgrade Cost ******************************************************************************* LONGEVITY Prerequisite: Genetics Cost: 1000 Culture: 3 Characteristic: Scientific Effects: City Growth Causes +2 Citizens (Instead of +1) ******************************************************************************* MAGELLAN'S VOYAGE Prerequisite: Navigation Cost: 400 Culture: 3 Characteristic: Expansionist Commercial Coastal Installation Effects: +1 Ship Movement ******************************************************************************* THE MANHATTAN PROJECT Prerequisite: Fission Resources: Uranium Cost: 800 Culture: 2 Characteristic: Militaristic Industrious Effects: Allows ALL Civs To Build Nuclear Devices ******************************************************************************* NEWTON'S UNIVERSITY Prerequisite: Theory of Gravity Cost: 400 Culture: 6 Characteristic: Scientific Effects: Doubles Research Output ******************************************************************************* THE ORACLE Prerequisite: Mysticism Obsolescence: Theology Cost: 300 Culture: 4 Characteristic: Religious Effects: Doubles Happiness of: Temple ******************************************************************************* THE PYRAMIDS Prerequisite: Masonry Cost: 400 Culture: 4 Characteristic: Religious Industrious Effects: Gain in Every City on Continent: Granary ******************************************************************************* SETI PROGRAM Prerequisite: Computers Cost: 1000 Culture: 3 Characteristic: Expansionist Effects: Doubles Research Output ******************************************************************************* SHAKESPEARE'S THEATER Prerequisite: Free Artistry Cost: 400 Culture: 6 Effects: 8 Happy Faces In City ******************************************************************************* SISTINE CHAPEL Prerequisite: Theology Cost: 600 Culture: 6 Characteristic: Religious Effects: Doubles Happiness of: Cathedral ******************************************************************************* SMITH'S TRADING COMPANY Prerequisite: Economics Cost: 600 Culture: 3 Characteristic: Commercial Effects: Pays Maintenance For Trade Installations ******************************************************************************* THEORY OF EVOLUTION Prerequisite: Scientific Method Cost: 600 Culture: 3 Characteristic: Scientific Effects: 2 Free Civilization Advances are immediately granted ******************************************************************************* THE UNITED NATIONS Prerequisite: Fission Cost: 1000 Culture: 4 Characteristic: Commercial Effects: Allows Diplomatic Victory ******************************************************************************* UNIVERSAL SUFFRAGE Prerequisite: Industrializtion Cost: 800 Culture: 4 Characteristic: Militaristic Effects: Reduces War Weariness In All Cities ******************************************************************************* APOLLO PROGRAM Prerequisite: Space Flight Resources: Aluminum Cost: 500 Culture: 3 Characteristic: Scientific Effects: Build Spaceship Parts ******************************************************************************* BATTLEFIELD MEDICINE Prerequisite: Must Have 5 Hospitals Cost: 500 Culture: 1 Characteristic: Militarisitic Effects: Allows Healing In Enemy Territory ******************************************************************************* FORBIDDEN PALACE Prerequisite: Must Have 8 Cities on a Standard Map Cost: 300 Culture: 3 Characteristic: Religious Effects: Reduces Corruption ******************************************************************************* HEROIC EPIC Prerequisite: Must have had a victorious Army Cost: 200 Culture: 4 Characteristic: Religious Effects: Increases Chance of Leader Appearence ******************************************************************************* INTELLIGENCE AGENCY Prerequisite: Espionage Cost: 400 Culture: 1 Characteristic: Militaristic Scientific Effects: Allows Spy Missions ******************************************************************************* IRON WORKS Prerequisite: Iron And Coal Must Be Within City Radius Resources: Iron; Coal Cost: 300 Culture: 2 Production: 4 Pollution: 4 ******************************************************************************* MILITARY ACADEMY Prerequisite: Military Tradition Must have had a victorious Army Cost: 400 Culture: 1 Characteristic: Militaristic Effects: Build Armies Without Leader ******************************************************************************* THE PENTAGON Prerequisite: Must have 3 Armies currently in the field Cost: 400 Culture: 1 Characteristic: Militaristic Effects: Build Larger Armies ******************************************************************************* STRATEGIC MISSILE DEFENSE Prerequisite: Integrated Defense Must Have 5 SAM Missile Batteries Cost: 500 Culture: 1 Characteristic: Militaristic Effects: Decreases Success of Missile Attacks by 75% ******************************************************************************* WALL STREET Prerequisite: Must Have 5 Banks Cost: 400 Culture: 2 Effects: Treasury Earns 5% Interest ******************************************************************************* ******************************************************************************* ******************************************************************************* TECHNOLOGIES OF CIVILIZATION III ******************************************************************************* ******************************************************************************* LEGEND The civilization Advancements are organized in blocks by Era. Essentially they are listed within each Era in a chronological order; it is exactly the same order in which the game lists them under the Editor's "Advancements" menu. This is the legend for the information given under each advancement. NAME Self-evident, this is the name of the advancement. TIME PERIOD One of four time periods; Ancient Times, Middle Ages, Industrial Ages, Modern Times, are the four options. PREREQUISITES These are the advances which you must attain in order to unlock the subject advance. Note that if you receive an advanced technology from an enemy civ or as an opening tech, you must unlock all the prerequities before a technoology can actually be used. For instance, if you trade an enemy civ for the Flight advance, you must discover Combustion, Flight's prerequisite tech, before you may actually build bombers and fighters. COST The cost of the unit: this shows, according to the game's own definition, "the cost in shields of researching this advance." King Morgoth provided me with this info: The cost # is multiplied by a certain factor depending on the map size; these factors determine the actual cost in shields. Here they are: Tiny "Cost" X 16 Small "Cost" X 20 Standard "Cost" X 24 Large "Cost" X 32 Huge "Cost" X 40 SPECIAL Two types of information fall under this category. First, many techs have flags associated with them, that set off special events or do other things, once you have discovered the advance. Here is the complete list of potential flags. Not Required for Era Advancement Enables Irrigation Without Fresh Water Enables Bridges (roads can cross rivers) Disables Diseases From Flood Plains Enables Conscription of Units Enables Mobilization Levels Enables Recycling Enables Precision Bombing Doubles Effect of "Wealth" City Improvement Doubles Work Rate of Workers Enables Diplomats Enables Mutual Protection Pacts Enables Right of Passage Treaties Enables Military Alliances Enables Trade Embargoes Enables Trade Over Sea Tiles Enables Trade Over Ocean Tiles Enables Map Trading Enables Communication Trading The other type of information listed for each advance is the subsequent techs, units, city improvements, wonders, and government types that this advancement allows you to develop. Subsequent advances may require ANOTHER tech to actually be developed, and this is not noted, so be sure that you plan ahead and develop ALL the prerequisites. New resources you can see will also be listed here. ******************************************************************************* BRONZE WORKING Time: Ancient Prerequisites: None Cost: 3 Iron Working (Advance) Spearman (Unit) Hoplite (Unit) Impi (Unit) The Colossus (Wonder) ******************************************************************************* MASONRY Time: Ancient Prerequisites: None Cost: 4 Mathematics (Advance) Palace (Improvement) Walls (Improvement) The Pyramids (Wonder) ******************************************************************************* ALPHABET Time: Ancient Prerequisites: None Cost: 5 Writing (Advance) Mathematics (Advance) ******************************************************************************* POTTERY Time: Ancient Prerequisites: None Cost: 2 Map Making (Advance) Granary (Improvement) ******************************************************************************* THE WHEEL Time: Ancient Prerequisites: None Cost: 4 Horseback Riding (Advance) Chariot (Unit) War Chariot (Unit) Horses (Resource) ******************************************************************************* WARRIOR CODE Time: Ancient Prerequisites: None Cost: 3 Horseback Riding (Advance) Monarchy (Advance) Archer (Unit) Bowman (Unit) ******************************************************************************* CEREMONIAL BURIAL Time: Ancient Prerequisites: None Cost: 2 Mysticism (Advance) Temple (Improvement) ******************************************************************************* IRON WORKING Time: Ancient Prerequisites: Bronze Working Cost: 6 Construction (Advance) Swordsman (Unit) Immortals (Unit) Legionary (Unit) Iron (Resource) ******************************************************************************* WRITING Time: Ancient Prerequisites: Alphabet Cost: 8 Enables Diplomats. Enables Right of Passage Treaties. Enables Military Alliances. Enables Communication Trading. Philosophy (Advance) Literature (Advance) Code of Laws (Advance) Map Making (Advance) ******************************************************************************* MYSTICISM Time: Ancient Prerequisites: Ceremonial Burial Cost: 4 Polytheism (Advance) The Oracle (Wonder) ******************************************************************************* MATHEMATICS Time: Ancient Prerequisites: Masonry Alphabet Cost: 8 Currency (Advance) Construction (Advance) Catapult (Unit) ******************************************************************************* PHILOSOPHY Time: Ancient Prerequisites: Writing Cost: 6 The Republic (Advance) ******************************************************************************* CODE OF LAWS Time: Ancient Prerequisites: Writing Cost: 10 The Republic (Advance) Courthouse (Improvement) ******************************************************************************* LITERATURE Time: Ancient Prerequisites: Writing Cost: 10 Not Required For Era Advancement. Library (Improvement) The Great Library (Wonder) ******************************************************************************* MAP MAKING Time: Ancient Prerequisites: Writing Pottery Cost: 12 Enables Map Trading. Galley (Unit) Harbor (Improvement) The Great Lighthouse (Wonder) ******************************************************************************* HORSEBACK RIDING Time: Ancient Prerequisites: The Wheel Warrior Code Cost: 5 Horseman (Unit) Mounted Warrior (Unit) ******************************************************************************* POLYTHEISM Time: Ancient Prerequisites: Mysticism Cost: 12 Monarchy (Advance) ******************************************************************************* CURRENCY Time: Ancient Prerequisites: Mathematics Cost: 16 Marketplace (Improvement) ******************************************************************************* THE REPUBLIC Time: Ancient Prerequisites: Philosophy Code of Laws Cost: 28 Not Required For Era Advancement. Republic (Government) ******************************************************************************* MONARCHY Time: Ancient Prerequisites: Warrior Code Polytheism Cost: 24 Not Required For Era Advancement. The Hanging Gardens (Wonder) Monarchy (Government) ******************************************************************************* CONSTRUCTION Time: Ancient Prerequisites: Iron Working Mathematics Cost: 20 Aqueduct (Improvement) Colosseum (Improvement) The Great Wall (Wonder) ******************************************************************************* MONOTHEISM Time: Middle Ages Prerequisites: None Cost: 30 Theology (Advance) Chivalry (Advance) Cathedral (Improvement) ******************************************************************************* FEUDALISM Time: Middle Ages Prerequisites: None Cost: 26 Chivalry (Advance) Invention (Advance) Pikeman (Unit) ******************************************************************************* ENGINEERING Time: Middle Ages Prerequisites: None Cost: 36 Enables Bridges. Invention (Advance) ******************************************************************************* THEOLOGY Time: Middle Ages Prerequisites: Monotheism Cost: 32 Printing Press (Advance) Education (Advance) Sistine Chapel (Wonder) ******************************************************************************* CHIVALRY Time: Middle Ages Prerequisites: Monotheism Feudalism Cost: 30 Not Required For Era Advancement. Knight (Unit) Rider (Unit) War Elephant (Unit) Samurai (Unit) ******************************************************************************* INVENTION Time: Middle Ages Prerequisites: Feudalism Engineering Cost: 40 Gunpowder (Advance) Longbowman (Unit) Leonardo's Workshop (Wonder) ******************************************************************************* PRINTING PRESS Time: Middle Ages Prerequisites: Theology Cost: 32 Not Required For Era Advancement. Democracy (Advance) ******************************************************************************* MUSIC THEORY Time: Middle Ages Prerequisites: Education Cost: 30 Not Required For Era Advancement. JS Bach's Cathedral (Wonder) ******************************************************************************* EDUCATION Time: Middle Ages Prerequisites: Theology Cost: 42 Music Theory (Advance) Banking (Advance) Astronomy (Advance) University (Improvement) ******************************************************************************* GUNPOWDER Time: Middle Ages Prerequisites: Invention Cost: 44 Chemistry (Advance) Musketman (Unit) Musketeer (Unit) Saltpeter (Resource) ******************************************************************************* BANKING Time: Middle Ages Prerequisites: Education Cost: 48 Democracy (Advance) Economics (Advance) Bank (Improvement ******************************************************************************* ASTRONOMY Time: Middle Ages Prerequisites: Education Cost: 48 Enables Trade Over Sea Tiles. Navigation (Advance) Physics (Advance) Caravel (Unit) Copernicus's Observatory (Wonder) ******************************************************************************* CHEMISTRY Time: Middle Ages Prerequisites: Gunpowder Cost: 52 Physics (Advance) Metallurgy (Advance) ******************************************************************************* DEMOCRACY Time: Middle Ages Prerequisites: Printing Press Banking Cost: 56 Not Required For Era Advancement. Free Artistry (Advance) Democracy (Government) ******************************************************************************* ECONOMICS Time: Middle Ages Prerequisites: Banking Cost: 44 Not Required For Era Advancement. Doubles Effect of "Wealth" City Improvement. Smith's Trading Company (Wonder) ******************************************************************************* NAVIGATION Time: Middle Ages Prerequisites: Astronomy Cost: 52 Enables Trade Over Ocean Tiles. Explorer (Unit) Magellan's Voyage (Wonder) ******************************************************************************* PHYSICS Time: Middle Ages Prerequisites: Astronomy Chemistry Cost: 56 Theory of Gravity (Advance) Magnetism (Advance) ******************************************************************************* METALLURGY Time: Middle Ages Prerequisites: Chemistry Cost: 52 Military Tradition (Advance) Cannon (Unit) Coastal Fortress (Improvement) ******************************************************************************* FREE ARTISTRY Time: Middle Ages Prerequisites: Democracy Cost: 56 Not Required For Era Advancement. Shakespeare's Theater (Wonder) ******************************************************************************* THEORY OF GRAVITY Time: Middle Ages Prerequisites: Physics Cost: 60 Newton's University (Wonder) ******************************************************************************* MAGNETISM Time: Middle Ages Prerequisites: Physics Cost: 60 Enables Trade Over Ocean Tiles. Frigate (Unit) Galleon (Unit) Man O War (Unit) ******************************************************************************* MILITARY TRADITION Time: Middle Ages Prerequisites: Metallurgy Cost: 56 Not Required For Era Advancement. Cavalry (Unit) Cossack (Unit) Military Academy (Wonder) ******************************************************************************* NATIONALISM Time: Industrial Ages Prerequisites: None Cost: 100 Not Required For Era Advancement. Enables Conscription of Units. Enables Mobilization Levels. Enables Mutual Protection Pacts. Enables Trade Embargoes. Communism (Advance) Espionage (Advance) Rifleman (Unit) ******************************************************************************* STEAM POWER Time: Industrial Ages Prerequisites: None Cost: 96 Industrialization (Advance) Electricity (Advance) Ironclad (Unit) Coal (Resource) ******************************************************************************* MEDICINE Time: Industrial Ages Prerequisites: None Cost: 84 Scientific Method (Advance) Sanitation (Advance) ******************************************************************************* COMMUNISM Time: Industrial Ages Prerequisites: Nationalism Cost: 100 Not Required For Era Advancement. Police Station (Improvement) Communism (Government) ******************************************************************************* INDUSTRIALIZTION Time: Industrial Ages Prerequisites: Steam Power Cost: 88 Espionage (Advance) The Corporation (Advance) Coal Plant (Improvement) Factory (Improvement) Universal Suffrage (Wonder) ******************************************************************************* ELECTRICITY Time: Industrial Ages Prerequisites: Steam Power Cost: 100 Enables Irrigation Without Fresh Water. Scientific Method (Advance) Replaceable Parts (Advance) ******************************************************************************* SCIENTIFIC METHOD Time: Industrial Ages Prerequisites: Medicine Electricity Cost: 96 Atomic Theory (Advance) Theory of Evolution (Wonder) ******************************************************************************* SANITATION Time: Industrial Ages Prerequisites: Medicine Cost: 80 Not Required For Era Advancement. Disables Disease From Flood Plains. Hospital (Improvement) ******************************************************************************* ESPIONAGE Time: Industrial Ages Prerequisites: Nationalism Industrialization Cost: 76 Not Required For Era Advancement. Intelligence Agency (Wonder) ******************************************************************************* THE CORPORATION Time: Industrial Ages Prerequisites: Industrialization Cost: 92 Refining (Advance) Steel (Advance) ******************************************************************************* REFINING Time: Industrial Ages Prerequisites: The Corporation Cost: 100 Combustion (Advance) Oil (Resource) ******************************************************************************* STEEL Time: Industrial Ages Prerequisites: The Corporation Cost: 100 Combustion (Advance) ******************************************************************************* ATOMIC THEORY Time: Industrial Ages Prerequisites: Scientific Method Cost: 160 Electronics (Advance) ******************************************************************************* COMBUSTION Time: Industrial Ages Prerequisites: Refining Steel Cost: 120 Flight (Advance) Mass Production (Advance) Destroyer (Unit) Transport (Unit) ******************************************************************************* REPLACEABLE PARTS Time: Industrial Ages Prerequisites: Electricity Cost: 84 Doubles Work Rate Of Workers. Mass Production (Advance) Artillery (Unit) Infantry (Unit) Rubber (Resource) ******************************************************************************* FLIGHT Time: Industrial Ages Prerequisites: Combustion Cost: 140 Advanced Flight (Advance) Bomber (Unit) Fighter (Unit) Airport (Improvement) ******************************************************************************* AMPHIBIOUS WAR Time: Industrial Ages Prerequisites: Mass Production Cost: 92 Not Required For Era Advancement. Marine (Unit) ******************************************************************************* MASS PRODUCTION Time: Industrial Ages Prerequisites: Combustion Replaceable Parts Cost: 100 Amphibious War (Advance) Motorized Transportation (Advance) Battleship (Unit) Carrier (Unit) Submarine (Unit) ******************************************************************************* ELECTRONICS Time: Industrial Ages Prerequisites: Atomic Theory Cost: 120 Motorized Transportation (Advance) Radio (Advance) Hydro Plant (Improvement) Hoover Dam (Wonder) ******************************************************************************* MOTORIZED TRANSPORTATION Time: Industrial Ages Prerequisites: Mass Production Electronics Cost: 100 Advanced Flight (Advance) Tank (Unit) Panzer (Unit) ******************************************************************************* ADVANCED FLIGHT Time: Industrial Ages Prerequisites: Flight Radio Motorized Transportation Cost: 140 Not Required For Era Advancement. Helicopter (Unit) Paratrooper (Unit) ******************************************************************************* RADIO Time: Industrial Ages Prerequisites: Electronics Cost: 140 Advanced Flight (Advance) ******************************************************************************* ROCKETRY Time: Modern Prerequisites: None Cost: 160 Space Flight (Advance) Cruise Missile (Unit) Jet Fighter (Unit) F-15 Fighter (Unit) SAM Missile Battery (Improvement) Aluminum (Resource) ******************************************************************************* FISSION Time: Modern Prerequisites: None Cost: 220 Nuclear Power (Advance) Superconductor (Advance) Nuclear Submarine (Unit) Manhattan Project (Wonder) The United Nations (Wonder) Uranium (Resource) ******************************************************************************* COMPUTERS Time: Modern Prerequisites: None Cost: 180 Miniaturization (Advance) The Laser (Advance) Mech Infantry (Unit) Research Lab (Improvement) SETI Program (Wonder) ******************************************************************************* RECYCLING Time: Modern Prerequisites: Ecology Cost: 240 Enables Recycling. Synthetic Fibers (Advance) Recycling Center (Improvement) ******************************************************************************* SPACE FLIGHT Time: Modern Prerequisites: Rocketry Cost: 240 Superconductor (Advance) Satellites (Advance) Tactical Nuke (Unit) SS Cockpit (Improvement) SS Docking Bay (Improvement) SS Engine (Improvement) Apollo Program (Wonder) ******************************************************************************* NUCLEAR POWER Time: Modern Prerequisites: Fission Cost: 200 The Laser (Advance) Nuclear Plant (Improvement) ******************************************************************************* SUPERCONDUCTOR Time: Modern Prerequisites: Fission Space Flight Cost: 220 Integrated Defense (Advance) SS Life Support System (Improvement) ******************************************************************************* MINIATURIZATION Time: Modern Prerequisites: Computers Cost: 180 Genetics (Advance) Robotics (Advance) Offshore Platform (Improvement) ******************************************************************************* ECOLOGY Time: Modern Prerequisites: None Cost: 160 Recycling (Advance) Mass Transit System (Improvement) Solar Plant (Improvement) ******************************************************************************* SYNTHETIC FIBERS Time: Modern Prerequisites: Recycling Cost: 200 Stealth (Advance) Modern Armor (Unit) SS Exterior Casing (Improvement) SS Stasis Chamber (Improvement) SS Storage/Supply (Improvement) ******************************************************************************* SATELLITES Time: Modern Prerequisites: Space Flight Cost: 200 Smart Weapons (Advance) Integrated Defense (Advance) ICBM (Unit) SS Thrusters (Improvement) ******************************************************************************* THE LASER Time: Modern Prerequisites: Nuclear Power Computers Cost: 220 Smart Weapons (Advance) Robotics (Advance) SS Planetary Party Lounge (Improvement) ******************************************************************************* GENETICS Time: Modern Prerequisites: Miniaturization Cost: 240 Cure For Cancer (Wonder) Longevity (Wonder) ******************************************************************************* STEALTH Time: Modern Prerequisites: Synthetic Fibers Cost: 220 Stealth Bomber (Unit) Stealth Fighter (Unit) ******************************************************************************* SMART WEAPONS Time: Modern Prerequisites: Satellites The Laser Cost: 160 Enables Precision Bombing. Integrated Defense (Advance) ******************************************************************************* ROBOTICS Time: Modern Prerequisites: The Laser Miniaturization Cost: 200 AEGIS Cruiser (Unit) Radar Artillery (Unit) Manufacturing Plant (Improvement) ******************************************************************************* INTEGRATED DEFENSE Time: Modern Prerequisites: Superconductor Satellites Smart Weapons Cost: 180 Strategic Defense Initiative (Wonder) ******************************************************************************* ******************************************************************************* ******************************************************************************* OTHER TOPICS ******************************************************************************* ******************************************************************************* VICTORY TYPES: SPECIFIC REQUIREMENTS Domination Victory: 1. Must control 66% of the world's territory (land squares). 2. Must have 66% of the world's total population. Diplomatic Victory: 1. Must win vote in UN Council. 2. To be a candidate, must meet one of following: a. Builder of UN Wonder. b. Control 25% of world's land area. c. Control 25% of world's total population. Cultural Victory (1): 1. Your civilization must have over 100,000 culture points. 2. All other civs must have less than half your culture points. Cultural Victory (2): 1. Any city in your empire must have 20,000 culture points. Space Race Victory: 1. Must be first nation to complete all 10 parts of the spaceship. Conquest Victory: 1. Must completely eliminate all other civilizations. Histographic Victory: 1. Must have highest score at end of the game. CITY POPULATIONS DATA TABLE All city population numbers are listed, along with the actual value in people that represents, and the number of accumulated food needed to move to the next level. Note that the Granary improvement counts for some food toward each level; this data assumes no Granary in the city. I make breaks at 6 and 12, because special improvements are needed to pass those figures, and at 20, because after this point any additional citizens cannot be workers and must be specialists. # Actual Population Stored food to next level 1 10,000 20 2 30,000 20 3 60,000 20 4 100,000 20 5 150,000 20 6 210,000 20 7 280,000 40 8 360,000 40 9 450,000 40 10 550,000 40 11 660,000 40 12 780,000 40 13 910,000 60 14 1,050,000 60 15 1,200,000 60 16 1,360,000 60 17 1,530,000 60 18 1,710,000 60 19 1,900,000 60 20 2,100,000 60 21 2,310,000 60 22 2,530,000 60 23 2,760,000 60 24 3,000,000 60 25 3,250,000 60 26 3,510,000 60 27 3,780,000 60 28 4,060,000 60 29 4,350,000 60 30 4,650,000 60 Now, to find the city's actual population, take what it reads in the population column and add 1000 times the total number of stored food in the city. You must include what is in the Granary, if there is a Granary. The sum of the city values is your total population. So it is clear, that you slowly rise as your city fills up the stored food column, and then get a large boost when you cross a new threshold. You will quickly notice that for a city with population number N, the actual base population value is: 10000*[(N)+(N-1)+. . .+(2)+(1)] Each successive population point adds 10000 more population than the one before it to your empire's total population. Also note that the times of fastest growth are just before the first two breaks, since you will have more excess food but the same food to next level. Thus, when a city is at size 6-7 or 12-13, it is an ideal time to build Settlers and Workers, since the city will recover from the population loss more swiftly. I stopped the list at 30 because few cities in a real game exceed 30 population points. But if you use the editor to allow very high population values (hint: set food consumption per citizen to 1 and food produced per grassland to 3) then actual population values quickly become astronomical. At 45 pop points, a city has over 10 million inhabitants, and at just 141 population points, a city breaks the 100 million mark. 100 million is a pretty good sized empire, let alone a city! TERRAIN & TERRAIN IMPROVEMENTS The different terrain types in Civilization have significant effects on strategy, city management, and the general course of the game. In the first column of the following list, there is the name of the terrain. The next columns have the standard production of the square in Food/Shields/Commerce. ROADS have a +1 commerce effect on all squares. IRRIGATED squares produce one extra food, and the following terrain types can be irrigated: Plain, Grassland, Desert, and Flood Plain. All terrain but Forests, Jungle, and Flood Plains can be mined; MINES add 2 shields to Mountain or Hill squares and one shield to all other squares. Workers can also turn Forest or Jungles into the underlying terrain type (plain or grassland) and can plant forests on Plain or Grassland squares. RAILROADS appear not to fulfill their stated function in the manual. They appear to add one shield to all shield producing squares, but also to add one food to the output of irrigated squares. The last column shows all resources that might appear on this type of terrain. Coast 1 - 2 Fish Desert - 1 - Saltpeter; Oil; Incense Flood Plains 3 - - Wheat Forest 1 2 - Rubber; Uranium; Furs; Dyes; Spice; Ivory; Silks; Game Grasslands 2 - - Horses; Wines; Cattle; Wheat Hills 1 1 - Horses; Iron; Coal; Aluminum; Wines; Ivory; Gold Jungle 1 - - Coal; Rubber; Dyes; Spices; Silks; Gems Mountains - 1 - Iron; Saltpeter; Coal; Uranium; Gems; Gold Ocean 1 - - - Plains 1 1 - Horses; Oil; Aluminum; Wines; Incense; Cattle; Wheat Sea 1 - 1 Fish; Whales Tundra 1 - - Oil; Furs; Game All squares bordering a RIVER produce one extra commerce. Grassland squares with a silver dot in the center produce one shield instead of zero. GOVERNMENTS There are six types of government available to you in Civilization III, and one is the default "suck" government, Anarchy. The other five have strong and weak points, but generally go in this order: Despotism --> Monarchy --> Communism --> Republic --> Democracy Republic and Democracy are the basic peacetime governments; the other three are more suited to war. Despotism: Corruption is devastating. Two units in each city make an unhappy face content. Production rushed by sacrificing population. Four units supported by each city. Monarchy: Corruption is severe. Three units in each city make an unhappy face content. Pay to rush production. 2 units supported per town; 4 per city; 8 per metropolis. Communism: Corruption is evenly distributed among all your cities. Four units in each city make an unhappy face content. Production rushed by sacrificing population. Same unit support as Monarchy. Republic: Corruption is moderate. No military police. Pay to rush production. No units are supported. One extra commerce in all commerce-producing squares. Democracy: Corruption is the lowest of all governments. No military police. Pay to rush production. No units are supported. One extra commerce in all commerce-producing squares. COMBAT CALCULATION The combat system has changed slightly from previous Civilization games. Here's how it now works. Each unit involved in combat has from 1-5 hit points. You can see the number of HP the unit has by looking at the status bar that is right next to the unit. Conscript units have a normal maximum of 2 HP; Regular units, 3 HP; Veterans, 4 HP; and Elite units, 5 HP. Injured or damaged units may have less HP than this. In a battle, units will fight until one unit's HP are completely exhausted, then it dies. Fast units, fighting non-fast units, will retreat if their HP drops to one, instead of dying. Combat consists of rounds. In each round in a battle, one unit or the other will lose one hit point. The determination of which units loses the round is based on two factors, the attacker's Attack Strength and the defender's Modified Defense Strength. The Attack Strength is the just the number given for Attack in the unit's stats. For instance, Horsemen have 2 Attack Strength. The Defense Strength also appears in the unit's stats. However, it is modified by a number of factors, and the Modified Defense is the number used in the combat calculation. Here are the various bonuses that a defender can receive (terrain bonuses are based on the space the defender is occupying, the attacker's terrain is irrelevant): Bonus for most terrain 10% Forest 25% Jungle 25% Hill 50% Mountain 100% Defending across a river 25% Unit is fortified 25% Unit is in a fortress 50% Garrisoned in walled Town (population 1-6) 50% Garrisoned in City (population 7-11) 50% Garrisoned in Metropolis (population 12+) 100% All defense bonuses are cumulative. Now, you have the Attack Strength ("ATK") and the Modified Defense Strength ("MDEF"). Here is the formula to determine a unit's chance of winning a round: Attacker's win probability: (ATK) / (ATK + MDEF) Defender's win probability: (MDEF) / (ATK + MDEF) So for instance, say an Infantry unit (6 ATK) attacks a Rifleman unit (5 base defense) when the Rifleman is on a hill square (50% defense bonus). Thus, ATK=6 and MDEF=5+5*.5=7.5. Infantry's win probability= 6/13.5 = .4444444444 Rifleman's win probability= 7.5/13.5 = .5555555555 Thus, the Rifleman has a 55% chance of winning any given round. But, if the Infantry starts the battle with 4 HP and the Rifleman has only 3, the Infantry is still more likely to win the battle. Here is the overall formula to determine your attacking unit's chance to win a battle. (This assume neither unit is fast). A = Attack strength D = Modified defense value X = Attacker's HP before battle Y = Defender's HP before battle XA * 100 Attacker's chance to win = -------------- % XA + YD This should help you determine when you should attack, and when you shouldn't! A note on bombardment. This works, from the attacking perspective, just like regular combat, except that the bombarding unit cannot lose HP, and the Bombard value is used in place of the attack. So a cannon, with Bombard of 8, has a 8/13 chance of hitting a Rifleman. If it hits, the Rifleman loses 1 HP; if not, then nothing happens. Some unit have a "Rate of Fire" greater than 1, and this corresponds to an extra round of bombardment. Thus, you could hit a unit twice, once, or not at all. When you are trying to bombard structures or population, both of these have an automatic defense of 12 against bombardment. CULTURAL BORDERS This section concerns the mathematics behind culture and cultural borders. When I describe the shape of a city's cultural boundary, I'm moving top to bottom, and indicating the width at each level. For instance, 3-3-3 is a 3x3 square, and 3-5-5-5-3 is the size of a city radius. Each cultural level is given with the necessary amount of culture, the shape of the boundary at that level, and the number of squares of territory controlled by the city at that level. #1 0-9 Culture 3-3-3 9 squares #2 10-99 Culture 3-5-5-5-3 21 squares #3 100-999 Culture 3-5-7-7-7-5-3 37 squares #4 1000-9999 Culture 3-5-7-9-9-9-7-5-3 57 squares #5 10000-99999 Culture 3-5-7-9-11-11-11-9-7-5-3 81 squares Note that as structures become more venerable, they begin to accumulate more and more culture every turn. Note that the following are the only culture producing structures: Temple (2) Library (3) Cathedral (3) University (4) Colosseum (2) Research Lab (2) Thus the most effective build order in terms of culture generation is Library, University, Temple, Cathedral, Colosseum, and Research Lab. The most culture a regular city can produce per turn (assuming no venerability bonuses) is 16 points of culture. Note that if you set up a new city and proceed to rush improvements from scratch, in the best order a city could reach Size #2 on its second full turn of existence and Size #3 on its ninth turn of existence. This knowledge can, if you are rich, allow you to expand your borders into new areas very quickly. (See: THE CULTURE PUSH, above.) Now a little discussion of city defection, and how you can use it to best advantage. There are many factors that go into determining whether a city changes its allegiance and joins an enemy civ. The one thing that must be true for a city to flip is an "or" statement. For an enemy city to come into your hands, either there must be some of your nationals living in the city, or the cultural boundaries of your empire must expand into at least one of the city radius squares of the given city. Thus, as long as the entire radius of a city is owned by its own empire, and there are no foreigners present, the city cannot defect. Here a list of the most important factors affecting defection: 1. Number of foreign workers or resisters in the city. 2. Amount of city radius owned by other civilizations. 3. Total culture of both empires. 4. Culture in the city held by both empires. If two different civs have accumulated culture in the same city, the city keeps track of how much culture each has earned. For instance, if my 500 culture city is captured, and the enemy builds a Temple, the city might pick up some points of his culture. But it will still remember my 500 culture, so the city still leans toward me culturally. 5. Relative distances from the two capitals. Note an effect of this: if you have a situation in which there is an enemy civ on your east, and nothing but ocean on your west, the locations of you Palace and Forbidden Palace can be switched to increase the chance of enemy cities defecting. For instance, say that right now your Palace is in the west of your empire. Build the Forbidden Palace in that capital or any other eastern city, and rebuild your actual Palace in the west. This will move your capital closer to the enemy cities, thus enticing them to defect. 6. Civil Disorder increases the chance of defection. 7. We Love The Emperor Day decreases the chance of defection. Even with all this, city defection is by no means a sure thing; the chances are low. But given enough time, any city will come to realize how great your empire really is! CALCULATING THE SCORE Only four factors are taken into account to determine your final score. They are: Happy Citizens; Content/Specialist Citizens; Territory; and Level of Difficulty. Here's the formula: T = Territory (# of tiles) H = # of Happy Citizens C = # of Content and Specialist Citizens D = Difficulty level (Chieftain=1 to Deity=6) Per-turn score = (T + 2H + C) * D Each turn, the computer records your per-turn score. Then, to find your actual score at that point in the game, it adds up all the per-turn scores, and divides that sum by the total number of elapsed turns. If you win by any method before time expires, you get an added bonus for how long it took you. This bonus equals (2050-Year of victory)*Difficulty level. Thus, if you win in 2025 on Regent, you get a 75 point bonus. If you happen to win in BC era, add the year to 2050 instead of subtracting. CIVILIZATION III EDITOR Undoubtedly one of the best features of Civilization III is the editor that comes packaged with the game. On the negative side, the editor is not yet fully featured; you can't use the editor to place cities, units, etc. on the map, and therefore you can't create scenarios. However a patch for the editor that includes a scenario editor will soon be released, I'll probably update this section then. The map editor is a nice feature, allowing you to create maps or modify maps that others have created. All aspects of the map can be altered: terrain, resources, forests, player starting positions, etc. To create a new map, you can choose to start from a blank map of uniform terrain, or you can choose to have the computer create a random map for you to work with. There are the basic world sizes: Tiny 60x60 3600 tiles 4 civilizations Small 80x80 6400 tiles 6 civilizations Standard 100x100 10000 tiles 8 civilizations Large 140x140 19600 tiles 12 civilizations Huge 180x180 32400 tiles 16 civilizations You can also edit maps that you have made, or others have made. Many maps are available for download on the internet; the game also comes with two maps, an Earth map on Standard size and an Earth map on Huge size. The rules can also be edited with this program to set up a game with a different set of rules. Almost all aspects of the game can be changed here: the stats of units, the effects of city improvements, the tech tree, civilization abilities, etc. Experimenting with the rules can provide a fun twist to the regular game. CHEATS Most bugs in the game have been fixed in the latest patch. The Rush Wonder Cheat: In a city where you want to build a Wonder, select the most expensive improvement available to you, and then rich it. Then, immediately switch production to the Wonder you want! The shields you just rushed will be contributed to the new Wonder. Only works on Chieftain and Warlord difficulty. ******************************************************************************* ******************************************************************************* ******************************************************************************* ******************************************************************************* FREQUENTLY ASKED QUESTIONS (FAQs) ******************************************************************************* ******************************************************************************* I try not to answer questions that you could find the answer to just sitting in the manual, but I also try to cover most of the questions that have been floating around the boards. Q: Which form of government is the best? A: Well, the game would like to have you believe that all forms have their merits. However, Democracy is the best form of government in Civ III. The bonuses you recieve in production and commerce are more than worth the problems posed by war weariness. Unlike in Civ II, a single city revolting under Democracy will not drag down your empire, so this form of government has in fact been strengthened in this edition. All in all, once you discover Democracy (which may take awhile, allowing that it is far from the main advancements route) you should try to have a revolution to it, unless you are planning a major war and are not ready to combat war weariness with happiness improvements and Police Stations. Q: Why is this game so slow? A: Yes, this is absolutely the most asked question about Civ III. I can't know what kind of system you're running, but on the minimum system this game runs very slowly. Late in the game on a huge map, you may well have to wait ten minutes between turns. This is because the game is calculating the moves for each and every enemy unit out there. Anyway, you can't do anything about it, so just live with it. The only thing I recommend is, under Preferences, turn off the Enemy Movement Animations. This will only make turns take longer, so if you don't care to see what your enemy is doing turn this off. Q: How do I build embassies and/or plant spies? A: This is an often questioned point of the game. You need to go to your capital city and click on the star next to it to build an embassy in an enemy capital. Once you build the Intelligence Agency, this star has a pentagon around it. This means that by clicking, you can plant a spy, just like you used to plant an embassy. Q: I need [insert resource here]! Where can I find this? A: Be warned, on some small maps resources may be hard to come by. On small maps, the scarcity of resources plays a big role in the game and securing resources is essential. Anyway, here are all the game's different resources, the Advance that causes them to appear, and what types of terrain can have them. Only strategic resources need an Advance to appear. The others are there from the beginning of the game. The last column is the production bonus given by that resource: Food/Shields/Commerce. Horses The Wheel Plains; Grassland; Hills 0/0/1 Iron Iron Working Hills; Mountains 0/1/0 Saltpeter Gunpowder Desert; Hills; Mountains 0/0/1 Coal Steam Power Hills; Mountains; Jungle 0/2/1 Oil Refining Desert; Plains; Tundra 0/1/2 Rubber Replaceable Parts Forest; Jungle 0/0/2 Aluminum Rocketry Plains; Hills 0/2/0 Uranium Fission Mountains; Forest 0/2/3 Wines Luxury Plains; Grassland; Hills 1/0/1 Furs Luxury Tundra; Forest 0/1/1 Dyes Luxury Forest; Jungle 0/0/1 Incense Luxury Desert; Hills 0/0/1 Spices Luxury Forest; Jungle 0/0/2 Ivory Luxury Plains; Forest 0/0/2 Silks Luxury Forest; Jungle 0/0/3 Gems Luxury Mountains; Jungle 0/0/4 Whales Bonus Sea 1/1/2 Game Bonus Tundra; Forest 1/0/0 Fish Bonus Coast; Sea 2/0/1 Cattle Bonus Plains; Grassland 2/1/0 Wheat Bonus Plains; Grassland; Flood Plain 2/0/0 Gold Bonus Hills; Mountains 0/0/4 Q: My resource disappeared! Is my game messed up? A: No, resources exhaustion is a natural part of Civ III. Certain strategic resources can be consumed if they are being used by a civilization. The resource will always reappear somewhere else on the map; the total amount of that resource present on the map will never change. But the resource won't always reappear in your territory, so this can be extremely bad for you. It should encourage you to try and secure more than one of each of the six resources that can be exhausted. In the following table, each strategic resource is listed, along with its chance to be exhausted (every turn, the computer "rolls" to see if the resource will disappear, so each turn the given resource has X% chance of disappearing. Resources do not disappear until they are developed; if no city has connected to a resource yet, it can't be exhausted.): Horses 0.000 % NOTE: Even though Iron and Saltpeter have low Iron 0.125 % chances of disappearing, you develop them much Saltpeter 0.125 % earlier in the game. Thus, since the computer Coal 0.250 % will check against them so many more times, they Oil 0.500 % actually are more likely than all other resources Rubber 0.000 % to be exhausted during the course of the game. Aluminum 0.250 % Uranium 1.000 % Q: This unit has won so many battles! Why won't it reach Elite? A: There is a set chance of any unit upgrading its level. This is: Conscript (2 HP) --> Regular (3 HP) 1 in 2 chance (50%) Regular (3 HP) --> Veteran (4 HP) 1 in 4 chance (25%) Veteran (4 HP) --> Elite (5 HP) 1 in 8 chance (13%) Units belonging to militaristic civilizations have a doubled chance to upgrade; i.e 1:1, 1:2, 1:4. Any unit fighting a barbarian unit, as opposed to a civilization's unit, has its chance halved--1:4, 1:8, 1:16 for non- militaristic civilizations. Note, however, that any unit which wins two battles in the same turn automatically gains a level. Q: Which civs are the most fun to play? A: The civs that are the most fun to play aren't the civs that are the easiest to win with. Persia, China, Babylon, Germany, Japan, and Rome are all pretty fun to play. China is especially fun when you want a war-filled game, as militaristic and industrious really allow you to keep your wars going...and trying to maintain democracy through this adds an element of challenge. Q: Finally, what can I expect from the Civilization III expansion? A: Civilization III: Play the World is slated for release in October 2002. It will include a number of online multiplayer modes, as well as some additions to the single player game. There will be new victory types as well as new game modes. Eight new civilizations will be included as well as some new gameplay features. There will also be a vastly improved mod and scenario editor, featuring new packs of units and terrain artwork. The confirmed new civs at latest update were the Spanish and the Mongols, plus six unknowns of course. ******************************************************************************* ******************************************************************************* PLAY THE WORLD INFORMATION ******************************************************************************* ******************************************************************************* Play the World is the new expansion pack for Civilization III, and it has some great new features which add fun new elements to the gameplay. The following section includes information on new civilizations and new units from the Play The World expansion. It should be obvious where they leave off the units and begin on the civs. ******************************************************************************* ANSAR WARRIOR (Arabs) Replaces: Prerequisite: Resources: Cost: A/D/M: Upgrades To: Abilities: ******************************************************************************* NUMIDIAN MERCENARY (Carthage) Replaces: Pikeman Prerequisite: Bronze Working Resources: None Cost: 30 A/D/M: 2/3/1 Upgrades To: Abilities: ******************************************************************************* GALLIC SWORDSMAN (Celts) Replaces: Prerequisite: Resources: Cost: A/D/M: Upgrades To: Abilities: ******************************************************************************* HWACHA (Koreans) Replaces: Prerequisite: Resources: Cost: A/D/M: Upgrades To: Abilities: ******************************************************************************* KESHIK (Mongols) Replaces: Prerequisite: Resources: Cost: A/D/M: Upgrades To: Abilities: ******************************************************************************* SIPAHI (Ottomans) Replaces: Prerequisite: Resources: Cost: A/D/M: Upgrades To: Abilities: ******************************************************************************* CONQUISTADOR (Spain) Replaces: Explorer Prerequisite: Resources: Horses Cost: 70 A/D/M: 3/2/2 Upgrades To: None Abilities: All terrain treated as road ******************************************************************************* BERSERK (Vikings) Replaces: Prerequisite: Resources: Cost: A/D/M: Upgrades To: Abilities: ******************************************************************************* Replaces: Prerequisite: Resources: Cost: A/D/M: Upgrades To: Abilities: ******************************************************************************* Replaces: Prerequisite: Resources: Cost: A/D/M: Upgrades To: Abilities: ******************************************************************************* KING UNITS For use in new game types, each Civilization now has a unique King unit representing their mobile leader. Every King unit has an A/D/M stats of 1/1/2. However, each King has a different unit name and I will list them here (the names are the same as that Civ's default leader name, if you didn't know already. ******************************************************************************* ARABS Tribe Names: Arabs, Arabia, Arabian Ruler Name: Czarina Catherine (female) Culture Group: European Favored Gov't: Communism Hated Gov't: Democracy Aggression Level: Above Average Unique Color: Brown Bonuses: Expansionist Scientific Opening Techs: Pottery Bronze Working Unique Unit: COSSACK replaces CAVALRY A/D/M: 6/4/3 ******************************************************************************* CLOSING STATEMENT Thanks for reading the guide! Man, it was a lot of work, but it was worth it. Now, on to the expansion pack! ******************************************************************************* ACKNOWLEDGEMENTS: Thanks to King Morgoth for some info about the cost of developing techs. Thanks to the creators of Civ III! Thanks to Sid Meier for a great game! Thanks to Dell for a great computer to play it on! Thanks to GameFAQs, and especially to CJayC for doing such a great job there. Most of all thanks to me, for the time it took to gather this information. ******************************************************************************* This file is copyright by Denouement (Chris Parham). You may NOT reproduce or distribute this guide in any manner, electronically or otherwise, without the express written permission of the author. You may not display this guide on any page in which there are advertisment banners. Below can be found the list of sites that are permitted to host this guide. This list can be changed at any time. "The Civilization III FAQ" Last Update: 5.11.2003 Version: 1.2 DENOUEMENT