| / \ _/\_ / \ Civilization III / \ | | The Complete Strategy Guide | | _|__| | Version 2.3 _| | / | |__ By Michael Sarich | \| | | / \_ michaelsarich@hotmail.com | \ | | | \_ Released Tuesday 12th October 2004 ___| \| | | \ Copyright(C) 2004 Michael Sarich / | \ | | | | | | | | | | | | | | | | | | | | | | | | | | | Table Of Contents Part I: Welcome [1]: About The Author [2]: Document Licence Agreement [3]: Site Licence Agreement [4]: Contact Me [5]: Disclaimer Part II: About This FAQ [1]: FAQ Statistics [2]: Font Check [3]: Version History Part III: The Walkthrough Chapter I: Setting Up A Game [1]: Welcome To Civilization III [2]: Creating Your World (a). World Size (b). Land Mass And Water Coverage (c). Climate (d). Temperature (e). Age (f). Barbarians [3]: Civilization Special Abilities (a). Commercial (b). Expansionist (c). Industrious (d). Militaristic (e). Religious (f). Scientific [4]: Civilizations [5]: Choosing A Civilization [6]: Rules And Victory Conditions (a). Allow Domination Victory (b). Allow Diplomatic Victory (c). Allow Cultural Victory (d). Allow Space Race Victory (e). Allow Conquest Victory (f). Allow Civ Specific Abilities Chapter II: Game Basics [1]: How To Play [2]: Keyboard Shortcuts [3]: What Are Turns [4]: Why Is The Screen Mainly Black [5]: Building A City [6]: Tiles [7]: Resources [8]: Putting Your Workers To Work (a). Worker Actions [9]: Eliminating The Enemy [10]:Combat [11]:Unit Promotions [12]:We Love The King Celebrations Chapter III: Beyond The Basics [1]: Trade Agreements (a). Peace Treaty (b). Mutual Protection Pact (c). Right Of Passage (d). Military Alliance (e). Trade Embargo [2]: Science (a). Technology Tree (b). The Ages Of Man [3]: Espionage (a). Embassies (d). Intelligence Agency (c). Espionage Missions [4]: Governments (a). Types Of Government [5]: Exploits Chapter IV: Strategies [1]: Domination/Conquest Strategies (a). The Steamroller Effect (b). Beat Them As They Grow (c). Be Patient [2]: Diplomatic Victory Strategies (a). Get A Seat In the UN (b). Win By Bribing [3]: Cultural Victory Strategies (a). The Cultural Steamroller (b). Be Quick When Building [4]: Space Race Victory Strategies (a). Defend The Launch Pad [5]: General Strategies (a). Get Rich Quick (b). Artillery Chapter V: Tips And Tricks [1]: Check Your Opponents Wonder Progress [2]: Cripple AI Research Chapter VI: Frequently Asked Questions Chapter VII: Reader Submissions [1]: Questions [2]: Strange Experiences Chapter VIII: Appendices [1]: Units [2]: Small Wonders [3]: Wonders Of The World Part IV: Conclusion [1]: Coming Soon [2]: Thanks [3]: Closing QuickTip: To find sections with specific information, use CTRL+F Part I: Welcome +-------------------------------> Welcome to my Civilization III Complete Strategy Guide.This guide was written by Michael Sarich. I made this Strategy Guide because I enjoy playing Civilization III, and over time have gathered many strategies. I decided that since I was a member of GameFAQ's, I would write a strategy guide and put it on the site. So here it is. As you can see from the contents, the guide is full of useful information. Thank you for choosing my guide, and I hope you find the answer to your question. If not, e-mail me and I will respond, and possibly include your question in the next update. [1]: About The Author =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= My name is Michael Sarich. I am 16 years old and live in Perth, Western Australia. I have a PC, PS, PS2 and a NES. This is the first FAQ I wrote, and I have several more projects on the go at once. Please feel free to contact me at michaelsarich@hotmail.com. Before you E-mail me, please read the E-mail policy (Part I, Section 4) [2]: Document Licence Agreement =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [updated Saturday 10th of October 2004] If you wish to read this document, you must agree to the terms and conditions below. 1. Anybody is welcome to look at this document, provide they agree to these terms. 2. You are permitted to copy this document onto your hard drive, a disk, or print it out on paper, provided it stays in its exact form, including this section. 3. You may not publish this guide on your website unless your site is listed below. If you wish to put this guide on your site, e-mail me your full name, site URL and a brief description of the site. I will almost always say, "Yes". An offer of free complete membership would be nice. 4. You may not distribute this guide to obtain any personal gain. IF YOU DO NOT AGREE TO THESE CONDITIONS, YOU ARE NOT PERMITTED TO READ THIS GUIDE. [3]: Site Licence Agreement =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [updated Saturday 10th of October 2004] 1. The Document Licence Agreement must be followed. 2. The site must not sell the guide, or offer it as a free bonus with something else. 3. The site must not edit the document, even spelling errors. Instead, e-mail me, so I can change my master copy. 4. The site must update the guide withing a week (7 days) of release. If not, I will e-mail the owner, giving him/her a further 2 days. If the guide has still not been updated, I will request it be removed. 5. If the site fails to meet these conditions, it will be asked to remove the guide. IF THE DOCUMENT LICENCE AGREEMENT AND/OR SITE LICENCE AGREEMENT ARE DISOBEYED, I WILL TAKE LEGAL ACTION The following sites may post this guide: GameFAQ's - www.gamefaqs.com Gamespot www.gamespot.com IGN FAQ's - http://faqs.ign.com Neoseeker - www.neoseeker.com DLH.net - http://dlh.net CheatChannel - www.cheatchannel.com CheatBook - www.cheatbook.de [4]: Contact Me =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [updated Saturday 10th of October 2004] I can always be E-mailed at michaelsarich@hotmail.com. Please follow the following guidelines. 1. DO Include the name of the game in the e-mail. Otherwise I may take it as a virus and delete it. 2. DO include your full name. I would prefer to include a real name not "bob" or "cyrad5325". This will also prevent duplicate names. 3. DON'T include a virus. I have virus scanning technology, and I will send an E-mail to your ISP or to the company that provides your E-mail and you could find yourself in serious trouble. 4. DON'T send me rude or insulting messages. Don't forget, I'm a teenager,and you might just get a reply. 5. DON'T get frustrated if I don't reply that night. I will reply You can E-mail me for a copy of the latest version, but it would be quicker to go to one of the listed sites. If you follow the rules, you WILL get a reply. It might take 5 minutes; it might take a week, so be patient. To avoid this, use Ctrl + F to search the guide for your question first. [5]: Disclaimer =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= [updated Sunday 15th of February 2004] By reading this guide, you automatically agree to these terms. 1. All material in this guide is copyright (c) 2004 Michael Sarich. Any Material found used without my permission is plagiarism, and I won't tolerate it. 2. If you wish to use all or any part or section of this guide, ask me, and I will almost always let you, provided you give me credit. 3. THIS GUIDE WILL CONTAIN SPOILERS. If you read this guide, and it ruins the game for you, you have been warned. 4. All trademarks are the property of their respective owners. I am not affiliated with any of the companies associated with this game, or any other related indicia. Part II: About The FAQ +-------------------------------> This is version 2.3 of Michael Sarich's Civilization III FAQ [1]: FAQ Statistics =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Title: Civilization III. The Complete Strategy Guide Author: Michael Sarich (michaelsarich@hotmail.com) Version: 2.3 Game: Civilization III Platform: PC Date Created: Sunday 14th December 2003 Update Date: Tuesday 12th October 2004 Words: 19,134 Letters (w/o spaces): 98,468 Letters (w/spaces): 137,638 Paragraphs : 3,212 Lines: 3,974 File Size: 141kb [2]: Font Check =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= For the best results in viewing this guide, use Courier New. The numbers and letters below should line up. ABCDEFGHIJKLMNOPQRSTUVWXYZ 1234567890123456789012345678901234567890123456789012345678901234567890123456789 1 2 3 4 5 6 7 If the letters and numbers do not line up, change the font to Courier New. [3]: Version History =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= v1.0: (Sunday 14th December 2003). Finished all the basic sections of the guide. No reader submissions yet (obviously). v2.0: (Thursday 8th January 2004). Added Neoseeker, IGN and DLH to the list of acceptable sites. Updated the layout to my new style. Also added more games to the list that I forgot about. Also, look out for my upcoming Simpsons Hit And Run FAQ for Sony PS2. v2.1: (Thursday 19th February 2004) Added the unit and wonders guide. Changed the layout because I realised how ugly the other one was!! I have added an Appendices section, with a lot of new information. v2.2: (Sunday 29th February 2004) Added more tips and tricks, and an FAQ section. v2.3: (Tuesday 12th October 2004) A major change. Added a lot more stuff. A whole heap of User Submissions. The update i've been promising is here. Part III: The FAQ +-------------------------------> This is the walkthrough for Civilization III by Michael Sarich. If you don't agree to the Document Licence Agreement or Disclaimer above, do not continue reading. _______________________________________________________________________________ - - - Chapter I: Setting Up A Game - - - - - - - - - - - - - - - - - - - - - - _______________________________________________________________________________ This chapter will take you through a brief introduction to Civilization III and teach you about setting up a game. You will also be introduced to the civilizations, special abilities and game rules. [1]. Welcome To Civilization III =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Civilization III gives you complete control of a civilization and you must manage every aspect including production, trade, commerce, city improvements, growth and science. Your decisions will affect how your citizens react to you, whether they will hold parades in your honour, or riot, and destroy city improvements. You will race other nations to build wonders of the world including The Great Wall Of China and the UN Building. Your task is not an easy one, but it is a possible one. [2]. Creating Your World =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When you select the New Game option from the main menu, a screen will appear asking you to customise your world. I will suggest an option for an easy, but challenging game, but this is just my opinion. [2]a. World Size =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= One thing you will be confronted with is choosing the size of the world you wish to play on. You will have to choose between Tiny, mall, Standard, Large and Huge. Each map will allow you to have a different number of civilizations on the map. Table 1: Map Sizes _______________________________________ / Map Size | Max Number Of Civs \ +------------------+--------------------+ | Tiny | 4 (3 opponents) | | Small | 6 (5 opponents) | | Standard | 8 (7 opponents) | | Large | 12 (11 opponents) | | Huge | 16 (15 opponents) | |__________________|____________________| _____________________________________________________________________________ / Maurice A. Spiewack (Refardeon@gmx.de) writes... \ +-----------------------------------------------------------------------------| | The size of the world has a direct impact on some aspects of the game. For | | example, the number of cities you need for the Forbidden Palace is greater | | on a huge map, than on a tiny one. The most noticeable aspect is corruption,| | though; on tiny maps, even cities 'close' to your capital (that is, about | | one screen) tend to have corruption so high that they become pretty useless | | for anything but growing settlers and workers. | |_____________________________________________________________________________| My Suggestion: Huge (7 opponents)(leave the rest on the next screen as "none") [2]b. Land Mass And Water Coverage =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= You will be able to choose from three types of world, Pangea, Continents and Archipelago. Each has three different land coverage diagrams. Choose the map to suit your play style. If you want to be able to have a large empire and trade early in the game, choose Pangea. If you want a game where your empire may span over 2 or more islands, choose Archipelago. This however will make the game more difficult. If you want a happy medium, choose Continents. The three water coverage diagrams allow you to choose how much of the world is covered by water. The more water, the less land. i.e. (land% = 100 - water%). Your choice will also influence the ease of war. My Suggestion: Pangea (Middle Option) [2]c. Climate =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The climate affects how much of the land will be desert, and how much of the land will be rich green land. An arid climate will make desert squares an abundance, and hence make the game harder. If the climate is wet, more grassland squares will appear, and the game will become easier. Choosing normal will produce a happy medium. My Suggestion: Wet [2]d. Temperature =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The temperature determines how much of the world will be tundra. The cooler the temperature, the more tundra squares, the harder the game becomes, especially if your civilization starts in a tundra area. My Suggestion: Warm [2]e. Age =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The age of the world will determine how rough or smooth the terrain is. If you choose 5 billion, the world will be substantially flat, with few mountains. Choosing 3 Billion will give you a rugged terrain. Choosing 4 Billion will even it out. When choosing, remember that Mountain and hill squares produce more shields, but take longer to mine and traverse. My Suggestion: 5 Billion [2]f. Barbarians =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Barbarians are insignificant tribes of Ancient Era units (Warriors, Horsemen and Galleys). They will randomly attack your cities, and hassle your units. The good side is, that your units gain experience from defeating them, and their huts usually contain gold, a unit (sometimes a settler) or a technology. Some huts are even left unattended. Barbarians are surprisingly easy to defeat. You can set Barbarians to Sedentary, Roaming, Restless or Raging. You can also select random for a surprise. My Suggestion: Random [3]. Civilization Special Attributes =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Each civilization has two special attributes. These attributes enhance the civilization's performance in a certain area. [3]a. Commercial =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= If you are aiming for an economic victory, a commercial civilization will improve your chances. The centre city square produces extra commerce and each city has less corruption. Therefore, you have more gold in your treasury to spend on more important stuff such as science. Also, if you are under a government that allows you to pay to rush build; you will have more funds to rush-build that needed defensive unit before another civilization attacks your city. If you have trouble managing you finances, you may want to choose a commercial civilization. The English, French, Greeks and Indians have the commercial attribute. Commercial civilizations can build embassies before the others, because they start with writing. [3]b. Expansionist =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Expansionist civilizations have an advantage over the rest of the world at the start of the game. They are supplied with a scout at the beginning. They can also build additional scouts. The scout has a movement rate of 2, so it is the fastest unit at the beginning of the game. You can explore the map faster, and obtain goods from barbarian camps. But, once you know the whole map, the attribute is rendered useless, and you have all those useless scouts to kill off or garrison. Many people argue that you can find resources faster, but your settlers still take the same amount of time to arrive at the area anyway. If you want to play as an expansionist civilization, choose the Americans, English, Iroquois, Russians or Zulu. Expansionist Civilizations start with Pottery, which sets them closer to Map Making. [3]c. Industrious =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= In Civilization III, choosing an industrious civilization gives you a significant advantage over the other civilizations. Industrious civilization's cities obtain extra shield production. Workers also complete tasks quicker than normal. This can be a great thing when you want to mine mountains. Instead of taking 12 turns, it only takes 9. Due to the extra shield production, and quicker mining which leads to extra shields, you can build units, buildings and even wonders a lot faster. Industrious civilizations start the game with masonry, and have the advantage of connecting their cities faster. The Americans, Chinese, English, French and Romans are industrious civilizations. Also, resource trading will come quicker, because workers will build roads to other civilizations territory quicker. [3]d. Militaristic =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Militarism is one of the most beneficial advances. Not only will you be able to build military improvements (Barracks, walls etc), which allows you to build veteran units faster, your units gain battle experience faster. Militaristic civilizations can build archers from day 1 because they start with warrior code. These archers can go and seize enemy territory if you so wish. The Aztecs, Germans, Japanese, Romans and Zulu are the militaristic civilizations available. The Germans are a strong civilization because they are both Militaristic and Scientific. The Manual says that the Persians are militaristic, but they are industrious and scientific. [3]e. Religious =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Religious civilizations benefit by building religious improvements faster, therefore making their citizens happier at a faster rate. A religious civilization expands culturally faster than other civilizations, so use one if you are aiming for a cultural victory. You can build temples from the start because you start with ceremonial burial. Your civilization does not experience a period of anarchy between government revolutions. The Aztecs, Babylonians Egyptians, Indians, Iroquois and Japanese are all religious civilizations [3]f. Scientific =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Scientific is one of the best abilities. The scientific specialty will grant you a free technology at the beginning of each era. You also build educational buildings (Library, University and Research Lab) quicker, which boosts you scientific research. The fact that you have educational buildings in your city boosts your culture, which can help you with a cultural victory. The Colossus and Spearmen can be built from the start, because scientific civilizations start with bronze working. The Babylonians, Chinese, Germans, Greeks, Persians and Russians are all scientific. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Note: The Industrious and Scientific abilities work very well together. Choose the Persians, and you will be able to use the extra shields to build your workers faster, which also means a stronger military of Spearmen (2 Defence). This will give your military a boost so you can repel early raids. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ [4]. Civilizations =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section contains information on all 16 civilizations. The information about each civilization is broken down as follows. Ruler Name: This shows the default title, name and gender of the ruler of the civilization. Colour: Shows the civilization's colour. The civilization will have this colour as its team colour most of the time. For some reason, it changes sometimes. Attributes: This shows what special attributes the civilization has. Opening Technologies: Along with the standard technologies, each civilization gets two other starting technologies. The technologies depend on the civilization's attributes. Personality: -Aggression: This shows how aggressive the civilization is when controlled by the computer, with the rankings being Diminutive, Low, Average, High or Mad. -Favourite Government: This shows the government the citizens like best. -Shunned Government: This shows the government the citizens dislike the most. Governor: This section shows what the civilization will build more often if you put a governor in control. The build often items for each civilization will usually show up when you are prompted to start a new production. Unique Unit: This shows what unit is exclusive to this civilization, and what unit it replaces. Americans: =--------= Ruler Name: President Lincoln (Male) Colour: Sky Blue Attributes: Industrious Expansionist Opening Technologies: Pottery Masonry Personality Aggression: Average Favourite Government: Democracy Shunned Government: Communism Governor Build Often: Air Units Growth Production Unique Unit: F-15 replaces Jet Fighter Aztecs: =-----= Ruler Name: Chief Montezuma (Male) Colour: Forest Green Attributes: Militaristic Religious Opening Technologies: Warrior Code Ceremonial Burial Personality Aggression: High Favourite Government: Monarchy Shunned Government: Democracy Governor Build Often: Offensive Land Units Happiness Improvements Unique Unit: Jaguar Warrior replaces Warrior Babylonians: =----------= Ruler Name: King Hammurabi (Male) Colour: Forest Green Attributes: Scientific Religious Opening Technologies: Bronze Working Ceremonial Burial Personality Aggression: High Favourite Government: Monarchy Shunned Government: Despotism Governor Build Often: Science Improvements Culture Improvements Unique Unit: Bowman replaces Archer Chinese: =------= Ruler Name: Chairman Mao (Male) Colour: Pink Attributes: Militaristic Industrious Opening Technologies: Warrior Code Masonry Personality Aggression: Low Favourite Government: Communism Shunned Government: Monarchy Governor Build Often: Growth Improvements Production Improvements Science Improvements Unique Unit: Rider replaces Knight Egyptians: =--------= Ruler Name: Queen Cleopatra (Female) Colour: Yellow Attributes: Industrious Religious Opening Technologies: Ceremonial Burial Masonry Personality Aggression: Average Favourite Government: Monarchy Shunned Government: Republic Governor Build Often: Growth Improvements Production Improvements Culture Improvements Unique Unit: War Chariot replaces Chariot English: =------= Ruler Name: Queen Elizabeth (Female) Colour: Orange Attributes: Expansionist Commercial Opening Technologies: Alphabet Pottery Personality Aggression: Average Favourite Government: Democracy Shunned Government: Despotism Governor Build Often: Naval Units Wealth Improvements Trade Improvements Unique Unit: Man O War replaces Frigate French: =-----= Ruler Name: Saint Joan d'Arc (Female) Colour: Dark Pink Attributes: Industrious Commercial Opening Technologies: Alphabet Masonry Personality Aggression: Diminutive Favourite Government: Republic Shunned Government: Monarchy Governor Build Often: Happiness Improvements Trade Improvements Culture Improvements Unique Unit: Musketeer replaces Musket Man Germans: =------= Ruler Name: Chancellor Bismarck (Male) Colour: Blue Attributes: Militaristic Scientific Opening Technologies: Warrior Code Bronze Working Personality Aggression: Mad Favourite Government: Republic Shunned Government: Communism Governor Build Often: Offensive Land Units Science Improvements Culture Improvements Unique Unit: Panzer replaces Tank Greeks: =-----= Ruler Name: King Alexander (Male) Colour: Green Attributes: Commercial Scientific Opening Technologies: Alphabet Bronze Working Personality Aggression: Average Favourite Government: Democracy Shunned Government: Despotism Governor Build Often: Naval Units Science Improvements Culture Improvements Trade Improvements Unique Unit: Hoplite replaces Spearman Indians: =------= Ruler Name: Mahatma Gandhi (Male) Colour: Grey Attributes: Religious Commercial Opening Technologies: Alphabet Ceremonial Burial Personality Aggression: Diminutive Favourite Government: Democracy Shunned Government: Despotism Governor Build Often: Wealth Growth Improvements Culture Improvements Trade Improvements Unique Unit: War Elephant replaces Knight Iroquois: =-------= Ruler Name: Chief Hiawatha (Male) Colour: Purple Attributes: Expansionist Religious Opening Technologies: Pottery Ceremonial Burial Personality Aggression: Low Favourite Government: Communism Shunned Government: Monarchy Governor Build Often: Happiness Improvements Exploration Improvements Unique Unit: Mounted Warrior replaces Horseman Japanese: =-------= Ruler Name: Shogun Tokugawa (Male) Colour: Brick Red Attributes: Militaristic Religious Opening Technologies: Warrior Code Ceremonial Burial Personality Aggression: High Favourite Government: Monarchy Shunned Government: Republic Governor Build Often: Offensive Land Units Naval Units Happiness Improvements Unique Unit: Samurai replaces Knight Persians: =-------= Ruler Name: Emperor Xerxes (Male) Colour: Teal Attributes: Industrious Scientific Opening Technologies: Masonry Bronze Working Personality Aggression: High Favourite Government: Monarchy Shunned Government: Democracy Governor Build Often: Offensive Land Units Wealth Trade Improvements Unique Unit: Immortals replaces Swordsman Romans: =-----= Ruler Name: Emperor Caesar (Male) Colour: Red Attributes: Militaristic Commercial Opening Technologies: Warrior Code Alphabet Personality Aggression: High Favourite Government: Republic Shunned Government: Communism Governor Build Often: Offensive Land Units Defensive Land Units Growth Improvements Production Improvements Unique Unit: Legionaries replace Swordsman Russians: =-------= Ruler Name: Czarina Catherine (Female) Colour: Brown Attributes: Expansionist Scientific Opening Technologies: Pottery Bronze Working Personality Aggression: High Favourite Government: Communism Shunned Government: Democracy Governor Build Often: Air Units Growth Improvements Science Improvements Unique Unit: Cossac replaces Cavalry Zulu: =---= Ruler Name: Chief Shaka (Male) Colour: Black Attributes: Expansionist Militaristic Opening Technologies: Pottery Warrior Code Personality Aggression: Mad Favourite Government: Despotism Shunned Government: Democracy Governor Build Often: Offensive Land Units Unique Unit: Impi replaces Spearman [5]. Choosing A Civilization =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When choosing a civilization, you must take into account many factors. For example, you may be a player that likes to declare war on the first civilization you come across. So, you would want Archers straight away. If this is the case, choose a Militaristic civilization. You may want to obtain a high cultural value, therefore making religious civilizations your best bet. There are many other styles of play, that each has it's own abilities and civilizations that cope best. You may also want to be lazy and choose Germany so you won't have to face them in war, or Russia so you don't have them ordering you for tribute. You may also have a particular type of unit you prefer using, and choose a civilization with that type of unit as their unique unit. If you like tanks, choose Germany. If planes are your style, then America is your pick. The possibilities are endless, and each individual person is stronger or weaker with particular civilizations, so you should try them all before picking one to stay with permanently. Just as a point of interest, civilizations that share the same cultural group often start near each other. For example, if you are the Germans, you have more chance of starting near the English than the Aztecs. [6]. Rules And Victory Conditions =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Below the civilization selection panel, there is a list of rules and victory conditions. Each condition has its own strategies, which are discussed below. [6]a. Allow Domination Victory =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Simply put, the domination victory is what it says. You must control 2 thirds of the map in order to win. In addition, you can also win if you are the only civilization standing at any point in time. It's not as easy as it sounds, especially if the size of the map is at the higher end of the scale. [6]b. Allow Diplomatic Victory =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= To win through means of a diplomatic victory, a ruler must be elected secretary general through a vote of the United Nations. This is one of the harder victory conditions. [6]c. Allow Cultural Victory =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Simply put, the cultural victory initiates a race to make your civilization the unofficial capital of the world, much like America is in our world. All you must do to win through the cultural victory is accumulate 100,000 culture points, and at least double the person with the second highest amount. [6]d. Allow Space Race Victory =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= All you need to accomplish in this victory condition is to be the first nation to build and launch the spaces ship. It is easier than you think, because you can build the ship in parts in different cities. [6]e. Allow Conquest Victory =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= To win the game by means of a conquest victory, you must eliminate all of the other nations on the map. This is the most challenging game play mode, and I have only passed it twice on Sid difficulty because it takes a lot of determination and coffee. To win, you almost definitely need to go beyond 2050, but at the end, it is worth it. _____________________________________________________________________________ / Maurice A. Spiewack (Refardeon@gmx.de) writes... \ +-----------------------------------------------------------------------------| | "This is the most challenging game play mode, and I have only passed it | | twice because it takes a lot of determination and coffee." | | | | I would disagree with that. It depends on your style of playing. If you | | play agressive, Conquest is not that hard to win. The strategy is simple - | | crush everyone who is weaker than you, and ally with those stronger than | | you until later. Of course, this is a pretty risky strategy at the least. | | Still, you can either win the game pretty fast (late middle-age - early | | industrial) or at least gain the upper hand quickly. Oh, and of course, | | the size of the map has a huge impact on this strategy. On maps greater | | than the default size, I would not recommend this, as the distances are to | | long for a real blitz until railroads and tanks are invented, and at this | | point in the game your opponents will be to strong for quick conquest. The | | key is to keep them under pressure from turn 1 on, but this is not easy - | | if not impossible - on the larger maps. | +-----------------------------------------------------------------------------+ | Response: | | Sorry, that was supposed to read | | "This is the most challenging game play mode, and I have only passed it | | twice on Sid because it takes a lot of determination and coffee." | |_____________________________________________________________________________| [6]f. Allow Civ Specific Abilities =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This button toggles whether or not each civilization will have their abilities and therefore the rewards from them. Turning this off will mean you will have to research the other 2 technologies your civilization usually starts off with. _______________________________________________________________________________ - - - Chapter II: Game Basics - - - - - - - - - - - - - - - - - - - - - - - - - _______________________________________________________________________________ This chapter takes you through the basics of Civilization 3. From humble beginnings to the more advanced basics of keyboard shortcuts and workers. This chapter is a must read for all beginners and could even have some handy tips for advanced players. [1]. How To Play =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= To play Civilization 3, you need to use the mouse. Double click on cities or units to activate them. Right click on a city, unit or rival unit to bring up a menu. You will receive gold, and have to climb the tech tree. Good Luck. [2]. Keyboard Shortcuts =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Like most computer games, Civilization 3 has keyboard shortcuts, or hotkeys to perform various actions. These are listed below. Some actions have multiple configurations, which are separated by a slash "/" Table 2: Keyboard Shortcuts - Unit Movement ___________________________________________________________ / Action | Key/s \ +---------------------------------+-------------------------+ | Move East | Right Arrow / Keypad 6 | | Move North | Up Arrow / Keypad 8 | | Move South | Down Arrow / Keypad 2 | | Move West | Left Arrow / Keypad 4 | | Move North East | Page Up / Keypad 9 | | Move North West | Home / Keypad 7 | | Move South East | Page Down / Keypad 3 | | Move South West | End / Keypad 1 | |_________________________________|_________________________| /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ NOTE: All of the letters are lower case (i.e B = b), so just hit the key. Some hotkeys are Shift+B which is the equivalent to capital B. \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ Table 3: Keyboard Shortcuts - Unit Orders ___________________________________________________________ / Action | Key/s \ +---------------------------------+-------------------------+ | Airdrop | A | | Airlift | T | | Air Superiority Mission | S | | Automate Worker | A | | Automate, Without Altering | Shift + A | | Pre-existing Improvements | | | Automate, This City Only | Shift + I | | Automate, Clean Pollution Only | Shift + P | | Automate, Clear Forests Only | Shift + F | | Automate, Clear Jungle Only | Shift + J | | Bombard | B | | Bombing Mission | B | | Build Army | B | | Build City | B | | Build 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 Colony | Ctrl + B | | Clean Up Pollution | Shift + C | | Clear Forest | Shift + C | | Clear Jungle | Shift + C | | Disband | D | | Explore | E | | Fortify / Garrison | F | | Go To | G | | Hold (Skip Turn) | Spacebar | | Hurry Improvement | Ctrl + H | | Irrigate | I | | Irrigate To Nearest City | Ctrl + I | | Join City | B | | Pillage | P | | Plant Forest | N | | Re-Base Mission | Shift + R | | Recon Mission | R | | Trade Network | Ctrl + N | | Unload / Load | L | | Upgrade | U | | Upgrade All | Shift + U | | Wait | W / Tab | |_________________________________|_________________________| Table 4: Keyboard Shortcuts - City Window ___________________________________________________________ / Action | Key/s \ +---------------------------------+-------------------------+ | Add To Production Queue | Shift + Left Click | | Contact City Governors | G | | Hurry Production | H | | Load Production Queue | Q | | Save Production Queue | Shift + Q | |_________________________________|_________________________| Table 5: Keyboard Shortcuts - Advisors ___________________________________________________________ / Action | Key/s \ +---------------------------------+-------------------------+ | Domestic Advisor | F1 | | Trade Advisor | F2 | | Military Advisor | F3 | | Foreign Advisor | F4 | | Cultural Advisor | F5 | | Science Advisor | F6 | |_________________________________|_________________________| Table 6: Keyboard Shortcuts - Game Stuff ___________________________________________________________ / Action | Key/s \ +---------------------------------+-------------------------+ | Centre On Active Unit | C | | Centre On Capital | H | | Change Government (Revolution) | Shift + G | | Change Mobilization | Shift + M | | Clean Up Map | Ctrl + Shift + M | | Contact Rival Leaders | Shift + D | | Demographics | F11 | | End Turn Immediately | Shift + Enter | | Espionage | E | | Establish An Embassy | Ctrl + E | | Go To City | Ctrl + Shift + G | | Histograph / Score | F8 | | Locate City | Shift + L | | Palace | F9 | | Plant A Spy | Ctrl + Shift + E | | Spaceship | F10 | | Toggle Map Grid | Ctrl + G | | Use Embassy Or Spy | Shift + E | | Wonders Of The World | F7 | | Zoom In / Out | Z | |_________________________________|_________________________| Table 7: Keyboard Shortcuts - Other Stuff ___________________________________________________________ / Action | Key/s \ +---------------------------------+-------------------------+ | Change Preferences | Ctrl + P | | Change Sound Preferences | Shift + S | | Hide Interface | Del | | Load Game | Ctrl + L | | Main Menu | Ctrl + M | | New Game | Ctrl + Shift + Q | | Quit | Esc | | Resign And Quit | Ctrl + Q | | Retire | Shift + Q | | Save Game | Ctrl + S | | Show Game Version | Ctrl + F4 | | Toggle Horizontal / Vertical | Backspace | | Buttons | | |_________________________________|_________________________| [3]. What Are Turns =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Strategy games come in two categories, Real Time and Turn Based. Real time games run at a constant speed. A common real time game is Age Of Empires. Turn based games run in a similar, yet different way to chess. Each team, or in this case, civilization, is allowed to move each and every one of their units once. Workers are different, because they take several turns to complete a job. Also, units, city improvements and even technology take a certain number of turns to complete. Turns vary in the amount of years they consume in the game. At the start, a turn is worth 50 years, but when approaching 2050, a turn is only 2 years. There are a total of 540 turns in a game. [4]. Why Is The Screen Mainly Black =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When you start a game, you are in a small area surrounded by black. This is simply unexplored map. If you move a unit into the black area, the map will be revealed. This is called exploring the map. When you are able to trade maps with your opponents, the black in the area they have knowledge of will vanish. After a while, the whole map will be visible to you. [5]. Building A City =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The first unit you will gain control of at the beginning of the game is your first settler. The settler has the ability to found a city. Once you have built a city, the settler becomes the first citizen. To build a city, just click the Build City button. When you start the game, you are going to want to build a city pretty fast, but you should look for a really good spot for no more than 10 turns, otherwise your civilization will be behind from the start. When building an additional city, you should consider the following aspects: -What type of terrain you are thinking of building on. Cities on Tundra squares will not flourish anywhere near as much as cities on Grassland squares with a few Bonus Grassland Squares. -Proximity To The Ocean. If you want to establish overseas trade routes, or build the seaside wonders early in the game, your city needs to be on a coastal square, which means the actual city, not the radius must be on a square adjacent to the sea. -Resources. If a city has one or more resources within its border, the city will experience bonuses. If there are strategic resources in the border, and they are connected, the city and any other connecting cities will be able to reap the benefits of the resource. -Proximity To Other Cities. If you build a new city so the border touches that of another city, when either city grows, that side will not be able to grow. I usually leave 7 or 8 spaces between two smallest size cities. The first city you build automatically becomes your Capital City. You can change your capital city by building a Palace in another city. The capital city is denoted by an icon, and is automatically changed if your old capital city is razed or captured. You will notice that after a few turns, your first city will expand. Each time a city expands, the radius grows, therefore the city obtains more potential Food, Commerce and Shields. Each improvement, Wonder and Small Wonder generates culture per turn. The sum of all these values determines how much culture will be added to the city per turn. These culture points then accumulate. The city will grow when it accumulates a certain amount of culture points. Table 8: Tile Types _________________________________________________ / City Radius | Expansion Stage | Culture Points \ |-------------+------------------+----------------| | 1 | Initial Stage | 0 - 9 | | 2 | First Expansion | 10 - 99 | | 3 | Second Expansion | 100 - 999 | | 4 | Third Expansion | 1000 - 9999 | | 5 | Fourth Expansion | 10000 - 19999 | | 6 | Fifth Expansion* | 20000 + | |_____________|__________________|________________| * Once your city expands a fifth time, you win the game via a Cultural Victory. If Cultural Victory is disabled, the game will continue as per normal. [6]. Tiles =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= If you turn gridlines on, you will see that the map is divided up into tiles. The movement rate of a unit shows how many tiles it can move. There are different types of tiles, each with their own specialties and weaknesses. Below is a table showing all of the different tile types. Tile Type: The type of tile. Movement Cost: Each unit has a movement value. If the unit travels over a square, the movement cost of that square is subtracted from the total until the movement value is 0. The value is replenished next turn. Defensive Bonus: The unit on the square gains a bonus in the defensive value. If a unit had 2 defence and a tile had + 10%, the total defensive value would be 2.2 while on that tile. Base Tile Yield: As mentioned before, each tile has a certain amount of food, Shields and Commerce. Possible Resources: Each tile has different resources that may appear on that square. The resources are abbreviated according to the key below, and are explained in more detail in the next section. Al - Aluminium Ca - Cattle Co - Coal Dy - Dyes Fi - Fish Fu - Furs Ga - Game Ge - Gems Go - Gold Ho - Horses In - Incense Ir - Iron Iv - Ivory Oi - Oil Ru - Rubber Sa - Saltpeter Si - Silks Sp - Spices Ur - Uranium Wa - Whales Wh - Wheat Wi - Wines Table 9: Tile Types _________________________________________________________________________ /Tile Type | Movement | Defensive |Base Tile Yield|Possible Resources \ | | Cost | Bonus | | | |-----------+----------+-----------+---------------+----------------------| | Coastal | 1 | +10% | 1F, 0S, 2C | Fi | | Desert | 1 | +10% | 0F, 1S, 0C | In,Oi,Sa | | Floodplain| 1 | +10% | 3F, 0S, 0C | Wh | | Forest | 2 | +25% | 1F, 2S, 0C | Dy,Fu,Ga,Iv,Ru,Sp, Si| |Fresh Water| 1 | +10% | 2F, 0S, 2C | None | | Lake | | | | | | Grassland | 1 | +10% | 2F, 0S, 0C | Ca,Ho,Wh,Wi | | Grassland | 1 | +10% | 2F, 1S, 0C | Ca,Ho,Wh,Wi | |With Shield| | | | | | Hills | 2 | +50% | 1F, 1S, 0C | Al,Co,Go,Ho,Ir,In,Sa,| | | | | | Wi | | Jungle | 3 | +25% | 1F, 0S, 0C | Co,Dy,Ge,Ru,Si,Sp | | Mountains | 3 | +100% | 0F, 1S, 0C | Co,Ge,Go,Ir,Sa,Ur | | Ocean | 1 | +10% | 0F, 0S, 0C | None | | Plains | 1 | +10% | 1F, 1S, 0C | Al,Ca,Ho,Iv,Oi,Wh,Wi | | Rivers* | 0 | None | +0F, +0S, +1C | None | | Sea | 1 | +10% | 1F, 0S, 1C | Fi,Wa | | Tundra | 1 | +10% | 1F, 0S, 0C | Fu,Ga,Oi | |___________|__________|___________|_______________|______________________| * Rivers are not actual tiles. They can run through any type of tile (except water tiles), and give a bonus Commerce. They are like a free improvement. [7]. Resources =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= As you can see from above, each tile has different resources. The purpose of the next section is to explain each resource and outline its bonuses. Aluminum =-------= Type - Strategic Resource Prerequisite - Rocketry Location - Hills, Mountains, Desert, and Plains Tile Bonus - 2 Shields Aluminum is needed to build most Modern Age ships and rockets. Aluminum is a crucial resource if you want to win using the Space Race Victory. Cattle =----= Type - Bonus Resource Prerequisite - None Location - Grassland, Plains Tile Bonus - 2 Food, 1 Shield Cattle are a bonus resource and are available from the beginning. Cattle have a significant bonus, which enhances your city. Coal =--= Type - Strategic Resource Prerequisite - Steam Power Location - Hills, Mountains and Jungles Tile Bonus - 2 Shields, 1 Commerce After you research Steam Power, coal will be scattered around the map. Coal is necessary if you wish to build railroads. Dyes =--= Type - Luxury Prerequisite - None Location - Jungles and Forests Tile Bonus - 1 Commerce Dyes are a luxury, which will increase happiness in the cities connected to it. Dyes will allow your citizens to add colour to their clothing. Fish =--= Type - Bonus Resource Prerequisite - None Location - Coast, Sea and Fresh Water Lake Tile Bonus - 2 Food, 1 Commerce Fish are a great bonus resource, and they provide extra food, and enhance the tiles that are otherwise useless. Furs =--= Type - Luxury Prerequisite - None Location - Tundra and Forests Tile Bonus - 1 Shield, 1 Commerce Furs are another luxury, and behave in the same manner as dyes. Furs provide warm clothes for your people and in the later ages, beautiful coats for the rich. Game =--= Type - Bonus Resource Prerequisite - None Location - Tundra and Forests Tile Bonus - 1 Food The advantage of game is that it enhances two types of terrain that are usually the most deficient. Game make good eating, so produce one extra food. Gems =--= Type - Luxury Prerequisite - None Location - Mountains and Jungles Tile Bonus - 4 Commerce Gems are the same as any other luxury and increase happiness in connected cities. Gems are used to make nice jewellery for your people, so an incredible 4 commerce is gained. Gold =--= Type - Bonus Resource Prerequisite - None Location - Hills and Mountains Tile Bonus - 4 Commerce Gold also yields a significant commerce boost. Some people believe that gold adds 1 gold per turn to your treasury, but this is not true. You gain extra gold per turn because of the increased commerce. The amount may be 1 per turn in the early ages, but near 2050, it may rise to anywhere near 10 gold per turn. Horses =----= Type - Strategic Resource Prerequisite - The Wheel Location - Grassland, Plains and Hills Tile Bonus - 1 Food Horses are compulsory if you are to win any skirmishes in Ancient Times, or even the Middle Ages. Mounted units boast a greater movement rate, as well as an increased attack rate. If you intend to enter a war early on in the game, be sure to have horses. Incense =-----= Type - Luxury Prerequisite - None Location - Hills and Deserts Tile Bonus - 1 Commerce Incense makes your people happy by providing them with fragrances for their homes. Incense also gives you one extra commerce. Iron =--= Type - Strategic Resource Prerequisite - Iron Working Location - Hills and Mountains Tile Bonus - 1 Shield Iron is needed to build a few different types of units. It is needed for most ships, the Knight and a few other units. Even if you have coal, you cannot build railroads without iron rails. Ivory =---= Type - Luxury Prerequisite - None Location - Plains and Forests Tile Bonus - 2 Commerce Ivory makes content citizens happy in any connected cities. It produces extra commerce, and makes your people happy by providing jewellery and pianos. Oil =-= Type - Strategic Resource Prerequisite - Refining Location - Tundra, Plains and Desert Tile Bonus - 1 Shield, 2 Commerce Oil is needed to power most modern mechanical units, including tanks, planes and ships. Oil is an extremely beneficial resource, and also yields a decent tile bonus. Rubber =----= Type - Strategic Resource Prerequisite - Replaceable Parts Location - Jungles and Forests Tile Bonus - 2 Commerce Rubber is needed to build late Industrial Age and Modern Era units. Rubber is essential for tyres and fan belts. Saltpeter =-------= Type - Strategic Resource Prerequisite - Gunpowder Location - Hills, Mountains, Desert and Tundra Tile Bonus - 1 Commerce Saltpeter is required to build early gunpowder units, including Musketman and Cavalry. Saltpeter is an essential component in Middle Age armies. Silks =---= Type - Luxury Prerequisite - None Location - Jungles and Forests Tile Bonus - 3 Commerce Like all other luxuries, silks make content citizens happy. Silks provide nice clothing for your citizens, and produce commerce in the process. Spices =----= Type - Luxury Prerequisite - None Location - Jungles and Forests Tile Bonus - 2 Commerce As I have said before, spices make content citizens happy. Spices enhance your civilization's food. Uranium =-----= Type - Strategic Resource Prerequisite - Fission Location - Mountains and Forests Tile Bonus - 2 Shields, 3 Commerce Uranium is a resource that visits many extremes. It has an excellent yield, and is required to build some of the most beneficial buildings. But, uranium is very dangerous. Using uranium can greatly influence how much pollution a city generates. Therefore, great care should be taken when using uranium based improvements and units. Whales =----= Type - Bonus Resource Prerequisite - None Location - Sea Tile Bonus - 1 Food, 1 Shield, 2 Commerce Whales are found only is sea squares, and are very useful. They provide food, shields and commerce. Your people use whales for food. The blubber is also useful in lamps. Wheat =---= Type - Bonus Resource Prerequisite - None Location - Plains, Grassland and Flood Plains Tile Bonus - 2 Food Wheat does wonders for a cities food storage, enhancing early growth. Wheat can be used to make bread, cereal and other food products. Wine =--= Type - Luxury Prerequisite - None Location - Grassland, Plains and Hills Tile Bonus - 1 Food, 1 Commerce Wines make your people happy by providing a beverage that not only tastes good, but also gets them drunk. Wines also generate commerce. [8]. Putting Your Workers To Work =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= As the game progresses, you will gat more and more workers. Workers can perform various tasks. To tell a worker to perform a task, select the worker, and click the task button at the bottom of the screen. Some tasks will only be available after you research a certain technology or acquired a certain resource, and others may only be done on certain terrains. [8]a. Worker Actions =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Build Colony =----------= Requirements - None Base Turns To Complete - 1 A worker can establish a colony on any square that contains a tradeable resource. If a colony is then connected to a city, that city (and any other connected cities) gains access to that resource. A colony is only necessary if the resource is not within your borders. Note that when a cities borders expand to include a colony, the colony disappears because it is no longer needed. The worker is consumed by building the colony; mush like a settler is consumed when building a city. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Note: Colonies are much like cities such that you must defend them. If you are at war with another civilization, they will attack any colonies they come across. This works the other way, because capturing a colony earns you the resource. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ Clear Forest =----------= Requirements - None Base Turns To Complete - 10 A worker can clear the forest from a square and contribute 10 shields to the nearest controlled city. The resulting terrain will be Grassland, Plains or Tundra, depending upon the base terrain beneath the forest. Clear Jungle =----------= Requirements - None Base Turns To Complete - 16 A worker can clear Jungle from a square revealing either Flood Plains, or Grassland. Clear Pollution =-------------= Requirements - None Base Turns To Complete - 24 A worker can clean up pollution in a contaminated square, restoring it from its former production capacity. Fortress =------= Requirements - Construction Base Turns To Complete - 16 Units within a fortress enjoy a 50% defensive bonus, as well as a zone of control. Irrigation =--------= Requirements - None Base Turns To Complete - 8 Irrigation increases food production. Only squares adjacent to fresh water (River or Lake) or to another irrigated square may be irrigated. After the discovery of Electricity, you can irrigate a tile without proximity to fresh water. Table 10: Irrigation Effects ________________________________________________________________________ / Terrain | Normal Food Production | Food Production If Irrigated \ |----------------+------------------------+------------------------------| | Flood Plains | 3 Food | 4 Food | | Grasslands | 2 Food | 3 Food | | Plains | 1 Food | 2 Food | |________________|________________________|______________________________| Mine =--= Requirements - None Base Turns To Complete - 12 Mining increases the shield production of a tile. Table 11: Mining Effects ________________________________________________________________________ / Terrain | Normal Shield Production | Shield Production If Mined \ |----------------+--------------------------+----------------------------| | Grassland | 0 Shields | 1 Shield | | Grassland W/S | 1 Shield | 2 Shields | | Plains | 1 Shield | 2 Shields | | Hills | 1 Shield | 3 Shields | | Mountains | 1 Shield | 3 Shields | |________________|__________________________|____________________________| Plant Forest =----------= Requirements - Engineering Base Turns To Complete - 18 After the discovery of Engineering, workers can plant forests in any Grassland or Plains square. This transforms the square into a normal Forest square. Railroad =------= Requirements - Steam Power, Iron, Coal Base Turns To Complete - 12 Units moving along a railroad expend 0 movement points and shield production in a square containing rail is increased by 50% Workers can build railroads after the discovery of Steam Power, but only if your civilization has access to the strategic resources Iron and Coal. Road =--= Requirements - None Base Turns To Complete - 6 Roads increase the output of Commerce, and can be built in any terrain except water squares. Also, units moving along roads expend one third of a movement point regardless of terrain type. Table 12: Road Effects ________________________________________________________________________ / Terrain | Normal Commerce | Commerce If Road Built \ |----------------+--------------------------+----------------------------| | Flood Plains | 1 Commerce | 2 Commerce | | Grassland | 0 Commerce | 1 Commerce | | Plains | 0 Commerce | 1 Commerce | | Hills | 0 Commerce | 1 Commerce | | Mountains | 0 Commerce | 1 Commerce | | Forest | 0 Commerce | 1 Commerce | | Jungle | 0 Commerce | 1 Commerce | |________________|__________________________|____________________________| [9]. Eliminating The Enemy =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= To completely eliminate an enemy, you must destroy or conquer all their cities, and kill any Settlers belonging to that civilization. If you have taken the last town, but the civilization is still alive, check the following. -The civilization may have restarted somewhere. -The civilization may have a Settler somewhere on the map. Do not forget to look for ships belonging for the civilization, because the ship may contain a Settler. [10]. Combat =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When you attack, or are attacked by, an enemy, a battle is initiated. The battle is divided into rounds. A random number is picked to decide which unit loses a hit point. The odds of each unit losing depends on each units attack or defence values. Terrains give a defensive bonus, along with fortresses and cities. For example, if a warrior (1 attack) attacked another warrior (1 defense) in grassland (10% defensive bonus), there is a greater chance that the defender will win. [11]. Unit Promotions =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When a unit wins a battle, there is a chance that the unit will obtain an extra hit point. There are different levels, and the odds are different. The odds also depend on weather the civilization is Militaristic, and weather the other unit is a Barbarian or not. Non Militaristic Civilization vs Barbarian =----------------------------------------= Conscript to Regular - 1 in 4 Regular to Veteran - 1 in 8 Veteran to Elite - 1 in 16 Leader Created 0 in 16 Militaristic Civilization vs Barbarian =------------------------------------= Conscript to Regular - 1 in 2 Regular to Veteran - 1 in 4 Veteran to Elite - 1 in 8 Leader Created - 0 in 16 Non Militaristic Civilization vs Normal Unit =------------------------------------------= Conscript to Regular - 1 in 2 Regular to Veteran - 1 in 4 Veteran to Elite - 1 in 8 Leader Created - 1 in 16 Militaristic Civilization vs Normal Unit =--------------------------------------= Conscript to Regular - 1 in 1 Regular to Veteran - 1 in 2 Veteran to Elite - 1 in 4 Leader Created - 1 in 12 [12]. We Love The King Celebrations =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= If you see fireworks above a city, it means the the city is celebrating We Love The King Day (WLTKD). WLTKD lowers corruption in the city holding the celebration. For a city to hold a WLTKD celebration, the following must be true. - The city must be at least size 6 and growing. - The city must have no resistors or unhappy citizens. _______________________________________________________________________________ - - - Chapter III: Beyond The Basics - - - - - - - - - - - - - - - - - - - - - _______________________________________________________________________________ You now have enough knowledge to play a game of civilization, and have a fair chance of winning. If you want to define that chance, read the next section, which will teach you everything about becoming an advanced player. [1]. Trade Agreements =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= In the trade window, various agreements will appear. This section will show you what each does. [1]a. Peace Treaty =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This simply states that you and the second party are at peace. When you first meet a civilization, you are automatically at peace. Peace treaties can be re-negotiated when you and the second party are at war. [1]b. Mutual Protection Pact =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= A Mutual Protection Pact lasts for 20 turns. Basically, a Mutual Protection Pact forces you to go to war with anybody the other civilization is at war with. The advantage is that the other civilization must back you up if you engage in war. [1]c. Right Of Passage =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This agreement states that you and the second party may freely travel through each other's borders, and over each other's land. [1]d. Military Alliance =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= If you and a second party sign a military alliance against a third party, you both go to war with the third party. This means, that the civilization you signed the alliance with, will become your ally. [1]e. Trade Embargo =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= A trade embargo means that you and the person you signed the embargo with will not trade with a third party. [2]. Science =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Science is the research and discovery of technology. You designate a certain amount of funds to science, and research technology. The more science funding, the quicker you climb the tech tree. [2]a. Technology Tree =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The technology tree can be found on the Science Advisor screen. The tree shows you which technologies lead to one another, and allows you to set goals. [2]b. The Ages Of Man =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= In the game, there are four ages. The age determines how your cities, units and even your own personal sprite look. The ages are as follows. Ancient Times Middle Ages Industrial Ages Modern Times To advance to the next age, you must research every technology not marked with a circle and cross. I still recommend you research everything, because the non-essential technologies usually make wonders available, which in turn brings culture. [3]. Espionage =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Espionage is the ability to check up on other civilizations, and find out what they are doing. [3]a. Embassies =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When a civilization learns Writing, it can begin to build it's intelligence network. The first step is to build embassies in rival capital cities. That done, you can sign Right Of Passage Agreements and Military Alliances against third parties. To establish an Embassy, just right click on your capital city, and click Embassies. Select the civliization you wish to develop an embassy with. Each civilization has a different cost to create an embassy. I think that sie, power and culture all factor into this cost, which is usually around 250 gold. When your empire has developed a sense of Nationalism, you can engage in Mutual Protection Pacts and Trade Embargos against third parties. Embassies cost gold from your treasury to build, and diplomatic missions cost gold to execute. Build an embassy by clicking the capital city icon after you have learnt Writing. [3]b. Intelligence Agency =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Once your civilization has discovered Espionage, you can build the Intelligence Agency. [3]c. Espionage Missions =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Investigate City: This allows you to choose a city and look at its production, garrison and all other factors. Steal Technology: Obviously, this allows you to steal a technology off another civilization. Steal World Map: This allows you to steal the civilization's world map. The following require you to have a spy within the civilization. Steal Plans: This shows you the location of all the civilization's troops. Initiate Propaganda: This makes the citizens of a rival's city want to join your civilization. Sabotage Production: This allows you to destroy all shields that a city has gathered towards a project. Expose Enemy Mole: If you think that an enemy has planted a spy in your civilization, use this to expose it. [4]. Governments =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= In Civilization III you must also choose what type of government your civilization will operate under. This section is to explain all the different types. [4]a. Types Of Government =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Anarchy: Worker Efficiency - 50% Hurry Method - None Corruption / Waste - Catastrophic Draft Rate - 0 Military Police Limit - 0 Unit Support: Per Town - 0 Per City - 0 Per Metropolis - 0 Anarchy is not so much a system of government as the lack of one. Your civilization can sink into Anarchy if the government falls from prolonged civil disorder, or if you sanction a revolution. Anarchy seldom lasts longer than a few turns, but during that period, corruption and waste are so high that no production occurs and no taxes are collected; scientific research comes to a halt as well. There is no improvement maintenance when a civilization is in Anarchy. Communism: Worker Efficiency - 100% Hurry Method - Forced Labour Corruption / Waste - Communal Draft Rate - 3 Military Police Limit - 4 Unit Support: Per Town - 2 Per City - 4 Per Metropolis - 8 Under Communism, the government is under the hands of a ruling "party", controlled absolutely by you, the Chairman. Although Communism allows greater production than Despotism, the system restricts personal freedoms, limiting commerce. One positive aspect of Communism is its effect on corruption and waste: all cities suffer the same, limited effects. Democracy: Worker Efficiency - 150% Hurry Method - Pay Citizens Corruption / Waste - Minimal Draft Rate - 1 Military Police Limit - 0 Unit Support: Per Town - 0 Per City - 0 Per Metropolis - 0 You are elected by the people to rule with their interests at heart. And you are rewarded by increased commerce and production. However, war weariness is a significant problem and war must be entered into only after much consideration. Despotism: Worker Efficiency - 100% Hurry Method - Forced Labour Corruption / Waste - Rampant Draft Rate - 2 Military Police Limit - 2 Unit Support: Per Town - 4 Per City - 4 Per Metropolis - 4 In addition, any city production square which produces more than two food, shields or commerce in a despotic government instead produces one less. In Despotism, you rule with absolute power over your subjects, usually enforced by the military. This system has a tendency to minimize individual freedom and reduce the efficiency of production efforts. Monarchy: Worker Efficiency - 100% Hurry Method - Pay Citizens Corruption / Waste - Problematic Draft Rate - 2 Military Police Limit - 3 Unit Support: Per Town - 2 Per City - 4 Per Metropolis - 8 Monarchs rule with absolute authority, severely limiting personal and economic freedom of all citizens except nobility and the rich upper-class. However, there is a sense among the populace that you rule by sanction of the gods (or God) and this alleviates many of the production problems found in Despotism. Corruption and Waste are significant, but are ameliorated to an extent by loyalty to the king. Republic: Worker Efficiency - 100% Hurry Method - Pay Citizens Corruption / Waste Nuisance Draft Rate - 1 Military Police Limit - 0 Unit Support: Per Town - 0 Per City - 0 Per Metropolis - 0 Under a Republic, you rule over autonomous city-states by consent of the people through representatives. This allows the people substantial personal and economic freedoms, producing an increase in Commerce. However, your government is affected by war weariness, which can cause significant civil disorder problems in times of war, especially if you are the aggressor. [5]. Exloits =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Exploits are similar to cheats in that they do not break the rules. Exploits use unit characteristics and knowledge of the game, and are useful ideas. Scout Resource Denial =-------------------= If you choose an Expansionist civilization, and while you are exploring with your scouts, see a resource that is close to enemy territory, you can fortify your scout on top of the resource. As long as you are at peace with the other nation, your scout will stay on the resource even when it is inside a city radius. This will make it impossible for the other civilization to access that resource. Island Block =----------= By placing units on each coastal square around an island, another civilization cannot land on that island until the discovery of marines. Right Of Passage Abuse =--------------------= Sign a Right Of Passage Agreement with another civilization. Then, approach all of their cities with strong units, and attack all at once. God Mode =------= When saving a game, include the phrase "multi" without the quotation marks, and reload it. You will be able to see the whole map, as well as alter cities belonging to other civilizations. This was fixed in version 1.29. _______________________________________________________________________________ - - - Chapter IV: Strategies - - - - - - - - - - - - - - - - - - - - - - - - - _______________________________________________________________________________ This next section includes strategies. More strategies will be added over time, as well as reader submitted strategies. [1]. Domination/Conquest Strategies =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= There are many strategies for domination and conquest victories. Some are mentioned below. [1]a. The Steamroller Effect =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Steamroller Effect is a commonly used term to describe how capturing cities and defeating nations becomes easier as you progress. Most governments allow you to support a certain amount of military units per city for free, so the more cities you capture, the bigger army you can have, and therefore, it will become easier to steamroll over the map. [1]b. Beat Them As They Grow =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= If at the start of the game, you build several cities, and focus your production on military units, you can assault enemy cities while they are growing. Some cities have 1, 2 units or sometimes even none. This means, you can assign two archers per city, and bring a few spearmen to defend your new cities, and have eliminated a civilization in the first 50 turns. [1]c. Be Patient =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The problem with the Steamroller Effect is that progressing too fast leaves you new cities defenceless. This is a big problem. The best way to fix this is to bring several defensive units with each batch of soldiers, to guard your cities once you have captured them. [2]. Diplomatic Victory Strategies =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Diplomatic Victory is the easiest victory type. But, you won't win without a strategy. [2]a. Get A Seat In the UN =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= To win by Diplomatic Victory, you must have a seat in the UN. To do this you must either: - Be the nation that builds the UN - Control 25% of the world's population - Control 25% of the world's land The easiest of the three is the first one. To make sure you are the civilization that builds the UN, be the first to research Fission. Also, use the Check Opponent Wonder Progress trick outlined in section V[I]. If another civilization is beating you, sabotage their production (you do have an Intelligence Agency right?) [2]b. Win By Bribing =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= A few turns before the UN is built, open the trade window, and tribute the other players as much gold, resources and technologies as you can. Try to get each nation's attitude towards you Gracious, or at least Polite. If you do this, you will have a great chance at winning. [3]. Cultural Victory Strategies =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Cultural Victory is simple if you know what you are doing. [3]a. The Cultural Steamroller =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= One way to obtain heaps of culture is to have plenty of cities. And a cheap and hassle free way to obtain cities is to use the Cultural Steamroller. It works quite similarly to the Steamroller Effect, but your rivals won't fight back. When the map is full, build your outermost cities as much as possible. If these large cities are close to small insignificant cities, the small cities will want to become part of your culturally rich society. Then, you get a free city. [3]b. Be Quick When Building =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= As soon as a wonder becomes available, you should assign it to a city. The best way to do this is to be ahead technology wise. But, do not focus only on wonders, but also city improvements. Nearly all city improvements will add culture to your city. Also use the Wonder Status Check and Sabotage Production method to win the race to build a wonder. [4]. Space Race Victory Strategies =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= The Space Race Victory is one of the most interesting, but one of the most complicated. Table 13: Space Ship Component Requirements ___________________________________________________________________________ / Component | Cost | Required Advance| Required Resources \ |----------------------+--------+-----------------+-------------------------| |Cockpit | 320S | Space Flight | Aluminium | |Docking Bay | 160S | Space Flight | Aluminium | |Engine | 640S | Space Flight | Aluminium | |Exterior Casing | 640S | Synthetic Fibers| Aluminium, Rubber | |Fuel Cells | 160S | Superconductor | Uranium | |Life Support System | 320S | Superconductor | Aluminium | |Planetary Party Lounge| 160S | The Laser | Aluminium | |Stasis Chamber | 320S | Synthetic Fibers| Aluminium | |Storage/Supply | 160S | Synthetic Fibers| Aluminium | |Thrusters | 320S | Satellites | Aluminium | |______________________|________|_________________|_________________________| [4]b. Defend The Launch Pad =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= When you begin to construct the Space Ship components, your rivals may start to attack the city where the Apollo Program is built. To prevent this, simply garrison plenty of defensive units, about 20 or 30. [5]. General Strategies =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This final section will outline some strategies that can be used in general game play. [5]a. Get Rich Quick =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This is a cyclic function. All you must do is be the first to research each technology by boosting your science rate, and then sell it to other civilizations, which then brings in more gold. If another civilization does beat you to a technology, buy it from them, and sell it to everybody else. This way, you will have plenty of money to support a larger army, or buy resources. _______________________________________________________________________________ - - - Chapter V: Tips And Tricks - - - - - - - - - - - - - - - - - - - - - - - _______________________________________________________________________________ [1]. Check Your Opponents Wonder Progress =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= In the hotkeys section, I mentioned that the Wonders Of The World screen could be accessed by pressing F7. Here, you can see the completed and partially build wonders. When you see a wonder that is Being Constructed, take note of the city. Now, investigate that city, and you will be able to see how many turns before that city completes the wonder. If the city will complete the wonder before yours, sabotage that cities production. [2]. Cripple AI Research =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Basically, each civilization makes x gold per turn, which they proportionalise into y research where x=zy. Thus, decreasing x will proportionally decrease y. To decrease x, trade the AI a lump sum of a gold, for b gold per turn. Make it such that a=20b+1 For example, trade the AI 201 gold for 10 gold per turn. This means that you lose 1 gold, but the AI loses research points. By combining the formulae, assuming b = x, we see that b = zy, therefore a=20(zy)+1 Basically what this is saying is that the more you give, the more the AI's science will be affected. _______________________________________________________________________________ - - - Chapter VI: Frequently Asked Questions - - - - - - - - - - - - - - - - - _______________________________________________________________________________ This section is basically full of questions I have seen or been asked, and their answers. --- (Q) If I enter an era of peace after controlling my own continent I run into problems when developing too much because the gold/maintenance/corruption costs. Any suggestions? (A) Depending on what era you are currently in, build any corruption / maintenence reducing improvements or wonders. Also, play in a manner where you purchase technologies from other civs, and sell them to anyone else without them. If you recieve gold per turn, this can help you with your corruption, by providing entertainment. Dont forget: Resources = Happieness Improvements + Wonders = Happieness --- (Q) When establishing a forgotten palace on another continent it takes forever because these other cities develop much slower. How can I manage cross continent corruption / gold loss better? (A) Firstly, build your first city on a coastal tile, unless all of the coastal tiles are Tundra, Desert or Mountains. Create a Harbour (rush build it), and your citizens will become happier due to luxuries. If you cannot build a coastal city, an Airport does the same trick. Then, build your Forbidden Palace. It may still take 40 or 50 turns, but you can use a Leader to rush build it. --- (Q) What is the best strategy for launching a cross continent sea attack? (A) I am assuming you have researched Magnetism. Build the best transport ships you can, roughly 15. Load 7 of these with strong attack units, 6 with strong defenders (to defend your new cities), and the other 2 with Workers (to build roads and improve terrain. Next, send the boats over to your new city on the other continent, and begin ro build more units in the same fashion as before. DO NOT START A WAR YET. Fortify all of these new units in your city (make use of the workers while you can). Then, send your transport ships back to your main continent, and load them up again. Now, transport these units to your new city. Now, start a war with a civilization without any allies. You should have no problem capturing their cities. Once the war is over, connect your new cities to your first city, and work the land for 20 to 30 turns. Now, your cities on this island should be doing almost as well as the cities on the first. Don't forget to send more units over from the first island. --- (Q) When I am trying to find a spot for a settler to settle down on, do I build on top of a resource or shield or do I always build around the resources or shield? I am unsure if I lose the shield or item if I build my city on it. (A) It is up to you. You do not lose the resource, and you still gain all of the benefits. But, you lose the potential to build improvements thus enhancing the production of that tile. --- (Q) I irigated my Grassland and it's still only producing 2 food. Is this a bug? (A) In Despotism, any production with a value of three or more gets cut down by one. [(2+1)-1=2] --- (Q) What is a Histograph Victory? (A) If there has not been a winner by 2050, each civilization is ranked by the average of their scores at the end of each era. Example Civilization Score [1] Score [2] Score [3] Score [4] Average Ranking Romans 250 400 550 1250 612.5 1st English 240 420 540 1170 592.5 2nd Zulu 260 450 500 1100 577.5 3rd S[t]={S[a]+S[b]+S[c]+S[d]}/4 Where: S[t] = Score S[a] = Score in Ancient Times S[b] = Score in Middle Ages S[c} = Score in Industrial Ages S[d] = Score in Modern Times --- (Q) How can I prevent the AI from completing it's Spaceship? (A) Destroying the nation's capital ruins their work on the Spaceship, meaning they have to start over. --- (Q) Why do capturable units sometimes get destroyed, and sometimes captured? (A) You can only capture a unit if you have the required technological advance to build them. --- (Q) What is the formula determining how many units I need to prevent a Culture Flip. (A). P=[(F+T)*D*H*(C/c)-G] or rearranged: P=[DH(F+T)(C/c)-G] Where: P = Probability that it will flip this turn. F = Number of foreiners(N) with resistors(R) counting as double [F=(N-R)+2R] T = Working Tiles under foreign control. D = 2 if foreign civilization culture is higher, 1 otherwise. [Sample Code] - written in BASIC language. If Fc > Lc Then D=2 Else D=1 End If Where Fc = foreign Culture, and Lc = Local Culture. H = .5 for WLTKD, 2 for disorder, 1 otherwise C = Total Culture of the foreign civilization c = Total Culture of the foreign civilization G = Required Garrisson. This means the formula G=[DH(F+T)(C/c)] --- (Q) How is the score calculated? (A) Basically the score is calculated as follows S = D(T+2H+C+S) Where: S = Score D = Difficulty T = Territory H = Happy Citizens C = Content Citizens S = Specialists There is also a bonus if you finish before 2050. B = D(2050-F) Where: B = Bonus F = Finish year, negative value if you finish in BC dates D = Difficulty Therefore S=D[(T+2H+C+S)+(2050-F)] _______________________________________________________________________________ - - - Chapter VII: Reader Submissions - - - - - - - - - - - - - - - - - - - - - _______________________________________________________________________________ This section contains questions and strange experiences from readers. This section will not work without YOU!!! Your questions and strange experiences will be posted below. Also, you may send in strategies, and tricks. Don't feel shy to include a long story. POST YOUR QUESTIONS, EXPERIENCES, STRATEGIES, TIPS AND TRICKS TO michaelsarich@hotmail.com NOTE: Sending contributors viruses or offensive e-mails will be treated as if you sent them to me. I will take legal action on the contributor's behalf. [1]. Questions =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= _____________________________________________________ _/Jim Fox (jf3867@sbcglobal.net) writes... \_____________________ / \ | Hello Michael, | | | | Your guide to Civilizations III is great! It sure made getting the game up | | and running easy. I do have one question. I have a bunch of saved games | | that I want to delete and I don't know how to do it. I haven't been able to| | find anything in the user's guide that tells me how to delete old games. Can| | you offer any suggestions? | | | | Thanks, | | Jim Fox | | ___________________________________________________________________________ | |/ Response: \| || Hello Jim, || || || || Thank you for your E-mail about my guide. To delete your saved games, || || simply go into the folowing folders. || || || || My Computer || || C:/ || || Program Files || || || || Then you will need to go into which ever folder you installed the game || || into. (Usually Infogrammes Interactive) || || || || Enter saves, and you can delete your saves and auto saves from here. || |\___________________________________________________________________________/| | _____________________________________________________ | \_/Dennis Yates (dennis.yates1@virgin.net) writes... \_____________________/ / \ | Hi Michael | | I'm Dennis Yates I'm 73 years old and live in Leicester a city in the | | Midlands in "The old country" and no computer expert or games player. I | | found you on the internet. My granddaughter introduced me to Civ 2 which I | | found fascinating she's now working overseas and I bought Civ 3 Wow isn't it| | different...... and confusing. I've read your write up and found answers to | | several questions. | | | | I started a game a while back and found there was no iron even though I | | searched most carefully. I gave that game up after all how can you progres | | at all without iron. In my current game I'm getting on much better now I've | | read your explanations. I had saltpeter, fortunately more than one source | | but then one disappeared.... a notice said it ran out. Do they run out??????| | | | I can only find one oil if that goes I'm in deep trouble. There is oil but | | a strong enemy has it | | | | Thanks for info on getting rid of old saves. The little notices about | | things that happen are very small and flash off very quickly and I can't | | read them can anything be done to enlarge and slow down. | | | | You sound like a really keen computer man....... my best wishes to you | | I wonder if we will ever manage to beat you at cricket????????? In all the | | world my first choice of nation would be Australia ( after England of | | course) | | Kind regards | | Dennis Yates | | ___________________________________________________________________________ | |/ Response: \| || Resources in Civilization III randomly run out. When they do, a new source|| || is discovered, usually by asnother civ. There is more than one source of || || each resource (Iron for example appears at a ratio of 1.25 per player. If || || you do not find Iron, it is not that bad, because saltpeter units are || || available soon after. Oil and Aluminum are must haves though. I think the || || notices can be set to stay until you click them, but I'm not sure how || || since my game had it set that way as default. || |\___________________________________________________________________________/| | _____________________________________________________ | \_/Tina Boyd (d-zynz@worldnet.att.net) writes... \_____________________/ / \ | Hi. | | I'm very frustrated, and I hope that you can help me. I am quite proficient | | with Age of Empires & Age of Mythology, so I thought I'd try my hand at | | Civilizations... I've seen it at the store and wasn't sure about it so I | | borrowed it from my public library to try it out. I've been playing it for | | hours and keep running across the same problems. | | | | 1. I'm building workers to "farm" my community so that I can grow faster, | | but instead of growing faster I end up with zero growth, civil unrest, | | and frustration. This is in spite of building other cities. | | Additionally, the number of workers that I build and add to the city | | seem to vanish. Example, I just started a new game in the tutorial | | (again). The settler was added to the town... then I built a worker, | | who was added to the town. When I built my next worker and added them | | to the town they don't show up in my city screen. With regards to civil | | unrest, I will change a worker to an entertainer and the problem is | | fixed... except that now I have reduced growth. I can't figure out how | | to manage growth. | | | | 2. One game that I played required boats... I can't find anything in the | | directions about how to build a boat. I even researched and got a | | harbor, which allowed me to build a specific boat, but not transports. | | | | 3. I also can't figure out how to add embassies. I right click on the other| | city, but adding an embassy is not one of the selections on the trade | | menu which comes up. | | | | I understand the process of research, but before I can do enough research | | to bring about an action I run across these problem. | | | | I look forward to any help that you can provide. | | | | Thanks, | | | | Tina Boyd | | 35 year old female bowing to your superior knowledge of the gaming world! | | ___________________________________________________________________________ | |/ Response: \| || 1. Workers are used to build improvements on land. The citizens are the || || ones who work the land. You need more citizens to work the land, and by|| || building workers (which cost 1 citizen each), you are actually stunting|| || your population, and hence your gain from the land. To make citizens || || happy, build wonders, Happines improvements (Temple, Cathedral etc.), || || and use the entertainment slider. || || || || 2. You need a coastal city (with the city touching the water - that || || connects to the ocean) to build boats. Move a unit onto the same square|| || as a boat to board it. The first transport ship is the Galley, and I am|| || assuming that you have an expansion and are building the Curragh (sp?).|| || This ship is only for exploration, and the galley can be built soon. || || || || 3. Right click on your capital city to create embassies. || |\___________________________________________________________________________/| | _____________________________________________________ | \_/Troy Theisen (troytheisen@msn.com) writes... \_____________________/ / \ | Hi! | | I love your website, it's very informative and to the point! Anyhow, I have | | two questions about Civ 3. First, I was playing as a Persian and after I | | discovered Iron Working, I still didn't have the option to make Immortals, | | why? | | | | Second, in the manual that came with the game, it says to double-click the | | Foreign Ministry icon on my capital city to get a menu option for creating | | embassies. Where is this? In my city screen there isn't anything at all | | that even barely resembles a Foreign Ministry icon. Could you help me out? | | I can't build Immortals and I can't establish embassies. Thank you very | | much, Troy | | ___________________________________________________________________________ | |/ Response: \| || When you discover Iron Working, Iron appears on the map. Connect the Iron || || to a city, and you can create Immortals in that city. Link all of your || || other cities to that city, and you can create Immortals in those cities || || (i.e. Any city connected to Iron can create Immortals. || || || || Right click on your capital city to create embassies || |\___________________________________________________________________________/| | _____________________________________________________ | \_/ \_____________________/ [2]. Strange Experiences =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= There are currently 2 submissions in this area, but more would be great. Feel free to send in: - Strange AI reactions - A clever way you accomplished a task - A way you won a difficult war or anything else you find interesting. _____________________________________________________ _/GameFAQ's User Sharkman8 writes... \_____________________ / \ | Ok here's one of my weird experiences. It's really a blatant exploit of an | | AI fallacy to win a war that would otherwise have been lost. | | | | I had two fairly well developed cities in the late industrial age, joined by| | railroads. Aztecs declare war and move in a huge stack of about 120 | | Infantry. Because I was running a Republic at the time, I only had a | | skeleton army (foolish thing to do, but I wanted to save money). As a last | | ditch measure I moved about 30 infantry (which was about half my entire | | army) to the besieged city. I discovered that by leaving the other nearby | | city totally undefended the AI would reason that it would lose too many | | units (perhaps the entire army) attacking the defended city, so it moved | | that entire big stack of Infantry square by square towards the undefended | | one, and the turn before it got there I could then shuttle the 30 infantry | | via the railroads on a roundabout route (they pillaged the intervening | | squares) to it. The Aztecs would then trek their 120 units back to the first| | city and again I could keep them occupied by shuttling the 30 Infantry back | | again. This kept going about a dozen times and was really starting to test | | the patience levels then I finally discovered motorized transport ahead of | | everybody else (I was running republic with a skeleton army, and had the | | funds to research it) and slowly but surely built up a tank army and | | gradually wore down the Aztecs 120 stack. by the time it as gone, I had so | | many elite tanks I could turn the tables on them (and of course the AI never| | empties out all its garrisons and shuttles them between two cities by | | railroads). | | | | I guess the way to make this possible is building as many workers as you can| | and railroading every single square, even if it's not being used, you might | | need the rail route if the AI invades with an impossibly large force and | | starts pillaging certain squares, you can always shuttle your troops via a | | roundabout route to keep him occupied if you've railroaded every single | | square. | | _____________________________________________________ | \_/Cactusofdoom@aol.com writes... \_____________________/ / \ | I was India, in a chieftan pangea game. I had already defeated 2 or 3 other | | civs, and was well on my way to conquest. The only trouble was losing | | captured cities to culture (a 10 on the annoyance scale, especially since | | this was a chieftain-level, practice run sort of thing). The strongest | | remaining civ was China, and I managed to buy all their cities except their | | capital for about 60,000 gold (which I could afford, as I had no need for | | more scientific research). Thus, I only had one city to capture, and I was | | able to do so in one turn, not risking cultural assimilation. | | _____________________________________________________ | \_/Maurice A. Spiewack (Refardeon@gmx.de) writes... \_____________________/ / \ | Once you've researched Replaceble Parts, you can build Artillery. But as I | | see it, many players ask themselves "Why should I?". In my opinion, it is | | one of the most powerful units in the game. | | | | Consider this; When attacking cities, the defenders get a defensive bonus | | of 100%. This means that Infantry gets a defensive value of 20! And that | | means that only Modern Armor has a slight advantage when attacking such a | | city. But you don't want to wait that long, or do you? The other | | alternative is to sacrifice a good number of units in each single city. The | | answer is Artillery (You don't want use earlier bombardment units, as | | they are too weak and only have a range of one). You'll need a lot of them | | (and with that, I mean A LOT), but it will pay of, trust me. Usually, my | | attacks go on like this: | | | | 1) Large number af Artillery is moved near the city. You should leave them | | two spaces away, and if possible, on a hill, as it will help you defend | | the arty. Gather about ten units and defend them with some infantry (3 at| | the least - you don't want your enemy capture your guns, or you are in | | for trouble). | | 2) Surround the city with the rest of your army. This hurts the enemy more, | | as the citizens of the city will starve, thus further decreasing the | | defensive value. | | 3) Destroy roads and railroads the enemy might use for reinforcements. This | | is important, as it will pretty much isolate the city from the rest of | | his country. Or even better - make a way for them to come, and ambush | | them. | | 4) Have fun with your Artillery. After 3 turns, the city should be reduced | | to one citizen, and the defending units will be damaged. Invade with your| | troops, and call yourself king of the graveyard. | | | | Some of the other, more subtle advantages may not be clear, but think of | | this: | | -If you kill most of the population, there will be fewer that go into | | resistance. Thus, you'll nedd fewer units to guard the city. And if | | you think of the destroyed improvements or the population - who cares?| | The population will grow soon enough, and most improvements would be | | destroyed anyway when you invade the city. | | -If you can place your Artillery near the enemy supply routes, you | | might be able to shell supporting troops he sends. The AI tends to | | send reinforcements in a pack. Use this to your advantage: Shell them | | to one hitpoint, then charge them into oblivion. Believe me, it works-| | if you are lucky, you may be able to destroy large parts of the enemy | | army in such an ambush. | | -Finally, if the war goes bad for you, at least you've done a good deal| | of damage. | | The main drawback is the amount of time needed for this. Still, I find this | | strategy incredible useful when assaulting cities with population 12+. | | _____________________________________________________ | \_/Maurice A. Spiewack (Refardeon@gmx.de) writes... \_____________________/ / \ | Once I had a pretty interesting end-game situation. The map was basically | | divided in two big continents. On my continent, I was alone with another | | civ. We were the two strongest civs in the game, and the continent was | | divided pretty much in half. The other civs were on the other continent, | | and pretty powerless, hence unimportant. | | | | I had build an arsenal of ICBMs - about 35 or so. When I decided to attack | | the other guy on my island, I simply nuked all his cities and invaded. | | | | Oops, bad idea. | | | | Unfortunately, most of his army survived the strike, and even though he did | | not posses more than two or three nukes, his army was still twice the size | | of mine. As you might have guessed, the war did not go well after a few more| | turns. | | | | I reloaded the game, and came up with a really mean plan. I nuked him as | | before - but this time, I simply destroyed the border between our lands, | | leaving only a single railroad leading from his country to mine. Then, I | | gathered my army behind that road. The next turn, he send his whole army | | straight to the ambush I had build for him. In my turn, I fired the rest of | | my nukes on his assembled army. Needless to say, few survived. Those that | | did were simply overrun by my forces, and this time, the war went much | | better ;) | | | | Of course, this was a pretty unique situation, but it might be worth | | remembering that the AI will always use the fastest route to you - and if | | you can catch him there prepared, he'll be in for a hell of a surprise. | | _____________________________________________________ | \_/Yannis Zafeiropoulos (yanniszafeiropoulos@yahoo.gr) \_____________________/ / \ | Hi my name is Yannis (John) Zafeiropoulos. I am from Greece and I live in | | its capital, Athens. I am mailing you in order to inform you of a cool bug | | I've come across while playing this amazing game called Civ III. It works on| | cities with population of 20+(even works when a city has fewer citizens as | | long as it has no more vacant tiles for exploitation since a nearby city | | uses some of their common tiles). Let's say the given city produces 60 food,| | 40 eaten, 20 stored, and it is stricken by pollution on a tile yielding 3 | | food (shields and commerce irrelevant). After clearing the pollution and | | re-assigning a citizen to work on the tile you will notice that the food | | total is now 63. Even Before clearing the pollution the food total remains | | 60. This effect is nullified when your city grows (I suppose the game | | re-calculates food/shields/commerce and resets the number). Anyway it's a | | great way to keep your cities growing when they turn yellow (no growth) and | | a great excuse not to build pollution -reducing improvements as long as you | | have numerous workers fortified on stand-by to clear pollution in the very | | turn it strikes. I should finally add that I play the game completely | | unpatched. | | | | WRITER'S NOTE: The only problem with doing this is that any city with a | | Nuclear Power Plant could be in great danger. | | _____________________________________________________ | \_/ \_____________________/ _______________________________________________________________________________ - - - Chapter VII: Appendicies - - - - - - - - - - - - - - - - - - - - - - - - _______________________________________________________________________________ [1]. Units =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section gives a brief overview of all the units in the game. The section is broken up like this. Cost - This is the cost of the unit in shields. A/D/M(t) - The units Attack/Defence/Movement(transport capacity) values. (B/R/F) - The units (Bombard/Range/Firing Rate) values. Required Advance - The Technological Advance required to build this unit. Resource - The required resource(s) to build the unit. Upgrades To - The upgraded form of the unit. AEGIS Cruiser =-----------= Cost: 160 A/D/M(t): 12/10/5* (B/R/F) 4/2/2 Required -Advance: Robotics -Resource: Aluminum, Uranium Upgrades To: - Archer =----= Cost: 20 A/D/M(t): 2/1/1 (B/R/F) - Required -Advance: Warrior Code -Resource: - Upgrades To: Longbowman Artillery =-------= Cost: 80 A/D/M(t): 0/0/1 (B/R/F) 12/2/2 Required -Advance: Replaceable Parts -Resource: - Upgrades To: Radar Artillery Bomber =-------= Cost: 100 A/D/M(t): 0/2 (B/R/F) 8/6/3 Required -Advance: Flight -Resource: Oil Upgrades To: - Bowman (Babylonian) =----= Cost: 20 A/D/M(t): 2/2/1 (B/R/F) - Required -Advance: Warrior Code -Resource: - Upgrades To: Longbowman Cannon =----= Cost: 40 A/D/M(t): 0/0/1 (B/R/F) 8/1/1 Required -Advance: Matallurgy -Resource: Iron, Saltpeter Upgrades To: Artillery Caravel =-----= Cost: 40 A/D/M(t): 1/2/3(3) (B/R/F) - Required -Advance: Astronomy -Resource: - Upgrades To: Galleon Catapault =-------= Cost: 20 A/D/M(t): 0/0/1 (B/R/F) 4/1/1 Required -Advance: Mathematics -Resource: - Upgrades To: Cannon Cavalry =-----= Cost: 80 A/D/M(t): 6/3/3* (B/R/F) - Required -Advance: Military Tradition -Resource: Horses, Saltpeter Upgrades To: - Chariot =-----= Cost: 20 A/D/M(t): 1/1/2 (B/R/F) - Required -Advance: The Wheel -Resource: Horses Upgrades To: Horseman Cossack (Russian) =-----= Cost: 80 A/D/M(t): 6/4/3 (B/R/F) - Required -Advance: Military Tradition -Resource: Horses, Saltpeter Upgrades To: - Cruise Missile =------------= Cost: 60 A/D/M(t): 0/0/1 (B/R/F) 16/2/3 Required -Advance: Rocketry -Resource: Aluminum Upgrades To: - Destroyer =-------= Cost: 120 A/D/M(t): 12/8/5 (B/R/F) 6/1/2 Required -Advance: Combustion -Resource: Oil Upgrades To: - Explorer =------= Cost: 20 Movement: 2 Special: Explorers treat all terrain as Road. F-15 (American) =--= Cost: 100 A/D/M(t): 8/4 (B/R/F) 4/6/2 Required -Advance: Rocketry -Resource: Oil, Aluminum Upgrades To: - Fighter =-----= Cost: 80 A/D/M(t): 4/2 (B/R/F) 2/4/1 Required -Advance: Flight -Resource: Oil Upgrades To: Jet Fighter Frigate =-----= Cost: 60 A/D/M(t): 2/2/4 (B/R/F) 2/1/2 Required -Advance: Magnetism -Resource: Iron, Saltpeter Upgrades To: - Galleon =-----= Cost: 60 A/D/M(t): 1/2/4(4) (B/R/F) - Required -Advance: Magnetism -Resource: - Upgrades To: Transport Galley =----= Cost: 30 A/D/M(t): 1/3/1(2) (B/R/F) - Required -Advance: Mapmaking -Resource: - Upgrades To: Caravel Helicopter =--------= Cost: 100 A/D/M(t): 0/2/-(1) (B/R/F) 1/6/1 Required -Advance: Advanced Flight -Resource: Oil, Rubber Upgrades To: - Hopilite (Greek) =------= Cost: 20 A/D/M(t): 1/3/1 (B/R/F) - Required -Advance: Bronze Working -Resource: - Upgrades To: Musketman Horseman =------= Cost: 30 A/D/M(t): 2/1/2 (B/R/F) - Required -Advance: Horseback Riding -Resource: Horses Upgrades To: Knight ICBM =--= Cost: 500 Range: Global Required -Advance: Satellites -Resource: Aluminum, Uranium Immortal (Persia) =----= Cost: 30 A/D/M(t): 4/2/1 (B/R/F) - Required -Advance: Iron Working -Resource: Iron Upgrades To: - Infantry =------= Cost: 90 A/D/M(t): 6/10/1 (B/R/F) - Required -Advance: Replaceable Parts -Resource: Rubber Upgrades To: Mech Infantry Impi (Zulu) =--= Cost: 20 A/D/M(t): 1/2/2 (B/R/F) - Required -Advance: Bronze Working -Resource: - Upgrades To: Musketman Ironclad =------= Cost: 80 A/D/M(t): 4/4/4 (B/R/F) 4/1/2 Required -Advance: Steam Power -Resource: Coal, Iron Upgrades To: - Jaguar Warrior (Aztec) =------------= Cost: 10 A/D/M(t): 1/1/2 (B/R/F) - Required -Advance: - -Resource: - Upgrades To: Swordsman Jet Fighter =---------= Cost: 100 A/D/M(t): 8/4 (B/R/F) 2/6/1 Required -Advance: Rocketry -Resource: Oil, Aluminum Upgrades To: Rifleman Knight =----= Cost: 70 A/D/M(t): 4/3/2 (B/R/F) - Required -Advance: Chivalry -Resource: Horses, Iron Upgrades To: Cavalry Leader =----= Cost: - Movement: 3 Special: Requires victorious elite unit (see Unit Promotions). Legionary (Roman) =-------= Cost: 30 A/D/M(t): 3/3/1 (B/R/F) - Required -Advance: Iron Working -Resource: Iron Upgrades To: Swordsman Longbowman =--------= Cost: 40 A/D/M(t): 4/1/1 (B/R/F) - Required -Advance: Invention -Resource: - Upgrades To: Swordsman Man-O-War (English) =-------= Cost: 60 A/D/M(t): 3/2/4 (B/R/F) 3/1/2 Required -Advance: Magnetism -Resource: Iron, Saltpeter Upgrades To: Rifleman Marines =-----= Cost: 100 A/D/M(t): 8/6/1* (B/R/F) - Required -Advance: Amphibious Warfare -Resource: Rubber Upgrades To: - Mech Infantry =-----------= Cost: 110 A/D/M(t): 12/18/2* (B/R/F) - Required -Advance: Computers -Resource: Oil, Rubber Upgrades To: Swordsman Modern Armour =-----------= Cost: 120 A/D/M(t): 24/16/3 (B/R/F) - Required -Advance: Synthetic Fibers -Resource: Oil, Rubber, Aluminum Upgrades To: - Mounted Warrior (Iroquois) =-------------= Cost: 30 A/D/M(t): 3/1/2 (B/R/F) - Required -Advance: Horseback Riding -Resource: Horses Upgrades To: Knight Musketeer (French) =-------= Cost: 60 A/D/M(t): 3/4/1 (B/R/F) - Required -Advance: Gunpowder -Resource: Saltpeter Upgrades To: Rifleman Musketman =-------= Cost: 60 A/D/M(t): 2/4/1 (B/R/F) - Required -Advance: Gunpowder -Resource: Saltpeter Upgrades To: Rifleman Nuclear Sub =---------= Cost: 140 A/D/M(t): 8/4/4(1 Tactical Nuke) (B/R/F) - Required -Advance: Fission -Resource: Uranium Upgrades To: - Panzer (German) =----= Cost: 100 A/D/M(t): 16/8/3 (B/R/F) - Required -Advance: Motorized Transport -Resource: Oil, Rubber Upgrades To: Modern Armour Paratrooper =---------= Cost: 100 A/D/M(t): 6/8/1* (B/R/F) - Required -Advance: Advanced Flight -Resource: Oil, Rubber Upgrades To: - Pikeman =-----= Cost: 30 A/D/M(t): 1/3/1 (B/R/F) - Required -Advance: Feudalism -Resource: - Upgrades To: - Privateer =-------= Cost: 60 A/D/M(t): 2/1/3 (B/R/F) - Required -Advance: Magnetism -Resource: Iron, Saltpeter Upgrades To: - Radar Artillery =-------------= Cost: 120 A/D/M(t): 0/0/1* (B/R/F) 16/2/2 Required -Advance: Robotics -Resource: Aluminum Upgrades To: - Rider (Chinese) =---= Cost: 70 A/D/M(t): 4/3/3 (B/R/F) - Required -Advance: Chivalry -Resource: Horses, Iron Upgrades To: Cavalry Rifleman =------= Cost: 80 A/D/M(t): 4/6/1 (B/R/F) - Required -Advance: Nationalism -Resource: - Upgrades To: Infantry Samurai (Japanese) =-----= Cost: 70 A/D/M(t): 4/4/2 (B/R/F) - Required -Advance: Chivalry -Resource: Iron Upgrades To: Cavalry Scout =---= Cost: 10 Movement: 2 Special: Only available to Expansionist civilizations. Settler =-----= Cost: 30 Movement: 1 Special: Settlers cost 2 population. Spearman =-----= Cost: 20 A/D/M(t): 1/2/1 (B/R/F) - Required -Advance: Bronze Working -Resource: - Upgrades To: Pikeman Stealth Bomber =------------= Cost: 240 A/D/M(t): 0/0 (B/R/F) 8/8/3 Required -Advance: Stealth -Resource: Oil, Aluminium Upgrades To: - Stealth Fighter =-------------= Cost: 120 A/D/M(t): 0/0 (B/R/F) 4/6/2 Required -Advance: Stealth -Resource: Oil, Aluminium Upgrades To: - Submarine =-------= Cost: 100 A/D/M(t): 8/4/3 (B/R/F) - Required -Advance: Mass Production -Resource: Oil Upgrades To: - Swordsman =-------= Cost: 30 A/D/M(t): 3/2/1 (B/R/F) - Required -Advance: Iron Working -Resource: Iron Upgrades To: - Tactical Nuke =-----------= Cost: 300 Range: 6 Required -Advance: Space Flight -Resource: Aluminium, Uranium Tank =--= Cost: 100 A/D/M(t): 16/8/2 (B/R/F) - Required -Advance: Motorized Transport -Resource: Oil, Rubber Upgrades To: Modern Armour Transport =-------= Cost: 100 A/D/M(t): 1/4/5(8) (B/R/F) - Required -Advance: Combustion -Resource: Oil Upgrades To: - War Chariot (Egyptian) =---------= Cost: 20 A/D/M(t): 2/1/2 (B/R/F) - Required -Advance: The Wheel -Resource: Horses Upgrades To: Knight War Elephant (Indian) =----------= Cost: 70 A/D/M(t): 4/3/2 (B/R/F) - Required -Advance: Chivalry -Resource: - Upgrades To: Cavalry Warrior =-----= Cost: 10 A/D/M(t): 1/1/1 (B/R/F) - Required -Advance: - -Resource: - Upgrades To: Swordsman Worker =----= Cost: 10 Movement: 1 Special: Workers cost 1 population. [2]. Small Wonders =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section provides information on the Small Wonders in Civilization III. The section is broken up like this. Cost In Shields - This is the cost of the Wonder in Shields. Culture Generated - Shows how much culture the Wonder generates per turn. Maintenance Per Turn - The maintenance cost of the Wonder per turn. Required Advance - The Technological Advance required to build this Wonder. Resource - The required resource(s) to build the Wonder. Becomes Obsolete - Shows when the Wonder's effects wear off. Apollo Program =------------= Description: Allows you to build the various components of the space ship. Thus, it is a vital stepping stone for the Space Race victory. Cost In Shields: 500 Culture Generated: 3 Maintenance Per Turn: 0 Required -Advance: Space Flight -Resource: Aluminium Becomes Obsolete: - Battlefield Medicine =------------------= Description: Allows your military units to heal in enemy territory provided your civilization has at least five hospitals under it's control. Cost In Shields: 500 Culture Generated: 4 Maintenance Per Turn: 0 Required -Advance: - -Resource: - Becomes Obsolete: - Forbidden Palace =--------------= Description: Provides the benefits of a second Palace. Your civilization must control at least eight cities. Cost In Shields: 300 Culture Generated: 3 Maintenance Per Turn: 0 Required -Advance: - -Resource: - Becomes Obsolete: - Heroic Epic =---------= Description: Increases the odds of a leader appearing as a result of victorious combat. However, you civilization must have had a victorious army. Cost In Shields: 200 Culture Generated: 4 Maintenance Per Turn: 0 Required -Advance: - -Resource: - Becomes Obsolete: - Intelligence Agency =-----------------= Description: Allows the civilizations to conduct Espionage Missions. Cost In Shields: 400 Culture Generated: 1 Maintenance Per Turn: 0 Required -Advance: Espionage -Resource: - Becomes Obsolete: - Iron Works =--------= Description: Increases the production of the city in which it is situated. The city must have both Coal and Iron within it's radius. Cost In Shields: 300 Culture Generated: 2 Maintenance Per Turn: 0 Required -Advance: - -Resource: Iron, Coal Becomes Obsolete: - Military Academy =--------------= Description: Your civilization can build armies without a leader. However, your civilization must have a victorious army. Cost In Shields: 400 Culture Generated: 2 Maintenance Per Turn: 0 Required -Advance: Military Tradition -Resource: - Becomes Obsolete: - The Pentagon =----------= Description: The capacity of your armies is increased from three to four. However, to build The Pentagon, you must have at least three armies. Cost In Shields: 400 Culture Generated: 1 Maintenance Per Turn: 0 Required -Advance: - -Resource: - Becomes Obsolete: - Strategic Missile Defence =-----------------------= Description: Grants your civilization with a 75% chance of intercepting ICBMs. Cost In Shields: 500 Culture Generated: 1 Maintenance Per Turn: 0 Required -Advance: Integrated Defence -Resource: - Becomes Obsolete: - Wall Street =---------= Description: You gain a 5% interest return on your civilization's treasury each turn, with a maximum of 50 gold per turn. Cost In Shields: 400 Culture Generated: 2 Maintenance Per Turn: 0 Required -Advance: Integrated Defence -Resource: - Becomes Obsolete: - [3]. Wonders Of The World =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= This section provides information on all of the Wonders Of The World in Civilization III. This section is broken up as follows. Cost In Shields - This is the cost of the Wonder in Shields. Culture Generated - Shows how much culture the Wonder generates per turn. Maintenance Per Turn - The maintenance cost of the Wonder per turn. Required Advance- The Technological Advance required to build this Wonder Resource- The required resource(s) to build the Wonder. Becomes Obsolete - Shows when the Wonder's effects wear off. The Colossus =----------= Description: Can only be built in a coastal city, where each tile already producing Commerce produces one extra. Cost In Shields: 200 Culture Generated: 3 Maintenance Per Turn: 0 Required -Advance: Bronze Working -Resource: - Becomes Obsolete: Flight Copernicus' Observatory =---------------------= Description: Scientific Research doubles in the city in which it is built. Cost In Shields: 400 Culture Generated: 4 Maintenance Per Turn: 0 Required -Advance: Astronomy -Resource: - Becomes Obsolete: - Cure For Cancer =-------------= Description: Makes one unhappy citizen content in each city. Cost In Shields: 1000 Culture Generated: 4 Maintenance Per Turn: 0 Required -Advance: Genetics -Resource: - Becomes Obsolete: - The Great Library =---------------= Description: Your civilization automatically obtains a technology known by at least 2 other known nations. Cost In Shields: 400 Culture Generated: 6 Maintenance Per Turn: 0 Required -Advance: Literature -Resource: - Becomes Obsolete: Education The Great Lighthouse =------------------= Description: The movement rate of all Naval units is increased by one. Also, Galleys can travel safely over sea tiles. However, The Great Lighthouse may only be built in a coastal city. Cost In Shields: 400 Culture Generated: 2 Maintenance Per Turn: 0 Required -Advance: Map Making -Resource: - Becomes Obsolete: Magnetism The Great Wall =------------= Description: Doubles the effect of all walls in cities which have them. Also, the combat values of all units are doubled when they are fighting Barbarians. Cost In Shields: 200 Culture Generated: 2 Maintenance Per Turn: 0 Required -Advance: Construction -Resource: - Becomes Obsolete: Metallurgy The Hanging Gardens =-----------------= Description: Makes one unhappy citizen content in all cities, and three unhappy citizens content in the city in which it is built. Cost In Shields: 300 Culture Generated: 4 Maintenance Per Turn: 0 Required -Advance: Monarchy -Resource: - Becomes Obsolete: Steam Power Hoover Dam =--------= Description: Grants the effects of a Hydro Plant to each city. However, the city in which you build Hoover Dam must have a river within it's radius. Cost In Shields: 800 Culture Generated: 3 Maintenance Per Turn: 0 Required -Advance: Electronics -Resource: - Becomes Obsolete: - JS Bach's Cathedral =-----------------= Description: Makes two unhappy citizens content in each of your cities on the same continent. Cost In Shields: 600 Culture Generated: 5 Maintenance Per Turn: 0 Required -Advance: Music Theory -Resource: - Becomes Obsolete: - Leonardo's Workshop =-----------------= Description: You may upgrade units at half price. Cost In Shields: 600 Culture Generated: 2 Maintenance Per Turn: 0 Required -Advance: Invention -Resource: - Becomes Obsolete: - Longevity =-------= Description: When one of your cities grows, the population of that city increases by 2. Cost In Shields: 1000 Culture Generated: 3 Maintenance Per Turn: 0 Required -Advance: Genetics -Resource: - Becomes Obsolete: - Megellan's Voyage =---------------= Description: Naval unit movement rates are increased by one. Cost In Shields: 400 Culture Generated: 3 Maintenance Per Turn: 0 Required -Advance: Navigation -Resource: - Becomes Obsolete: - The Manhattan Project =-------------------= Description: Allows all civilizations to construct nuclear weapons. Cost In Shields: 800 Culture Generated: 2 Maintenance Per Turn: 0 Required -Advance: Fission -Resource: Uranium Becomes Obsolete: - Newton's University =-----------------= Description: Scientific Research is doubled in the city of construction. Cost In Shields: 400 Culture Generated: 6 Maintenance Per Turn: 0 Required -Advance: Theory Of Gravity -Resource: - Becomes Obsolete: - The Pyramids =----------= Description: Puts a Granary in each friendly city on the same continent. Cost In Shields: 400 Culture Generated: 4 Maintenance Per Turn: 0 Required -Advance: Masonry -Resource: - Becomes Obsolete: - SETI Program =----------= Description: The scientific output of the city in which it was built. Cost In Shields: 1000 Culture Generated: 3 Maintenance Per Turn: 0 Required -Advance: Computers -Resource: - Becomes Obsolete: - Shakespeare's Theatre =-------------------= Description: Eight unhappy citizens are made content in the city of construction. Cost In Shields: 400 Culture Generated: 6 Maintenance Per Turn: 0 Required -Advance: Free Artistry -Resource: - Becomes Obsolete: - Sistine Chapel =------------= Description: The effect of all cathedrals is doubled. Cost In Shields: 600 Culture Generated: 6 Maintenance Per Turn: 0 Required -Advance: Theology -Resource: - Becomes Obsolete: - Smith's Trading Company =---------------------= Description: Pays all maintenance for trade based improvements. Cost In Shields: 600 Culture Generated: 3 Maintenance Per Turn: 0 Required -Advance: Economics -Resource: - Becomes Obsolete: - Sun Tzu's Art Of War =------------------= Description: Puts a Barracks in each city on the same continent. Cost In Shields: 600 Culture Generated: 4 Maintenance Per Turn: 0 Required -Advance: Feudalism -Resource: - Becomes Obsolete: - Theory Of Education =-----------------= Description: Your civilization receives two technological advances upon completion. Cost In Shields: 600 Culture Generated: 3 Maintenance Per Turn: 0 Required -Advance: Scientific Method -Resource: - Becomes Obsolete: - The United Nations =----------------= Description: Allows the diplomatic victory. For more information, see Chapter I, Part [6]b. Cost In Shields: 1000 Culture Generated: 4 Maintenance Per Turn: 0 Required -Advance: Fission -Resource: - Becomes Obsolete: - Universal Suffrage =----------------= Description: Reduces war weariness in your cities. Cost In Shields: 800 Culture Generated: 4 Maintenance Per Turn: 0 Required -Advance: Industrialization -Resource: - Becomes Obsolete: - Part III: Conclusion +-------------------------------> [1]. Coming Soon =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Coming soon to Michael Sarich's Civilization III. The complete Strategy Guide. -City list in the civilization list -Technological Advances -Reader questions -More strategies -City Improvements -Line Of Sight In Unit List If there is anything missing, please e-mail me and I will endeavour to include it. Before E-mailing me, please read the E-mail policy. [2]. Thanks =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= I would like to thank the following people. - Firaxis and Infogrames Interactive for the game. - Game FAQ's for publishing my guide - Microsoft for Windows XP and Notepad - And most importantly, you for choosing and reading this guide [3]. Closing =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= Once again, thank you for choosing my guide. Feel free to e-mail me a question, or ask me to post my guide on your site. I hope you found what you were looking for. If not please e-mail me. _______________ _____________________________/ _____________ \_____________________________ /______________________________/ \______________________________\ / Civilization III The Complete \_____________/ Copyright 2004 Michael Sarich \ | Strategy Guide _____________ michaelsarich@hotmail.com | \_______________________________/ End Of File \_______________________________/ \___________________________________________________________________________/