Sid Meier`s Civilization 3

Sid Meier`s Civilization 3

01.10.2013 08:05:31
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CIVILIZATION III for PC
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FAQ (v1.2)
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By DENOUEMENT (cgparham757@aol.com)
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DISCLAIMER:
This file is copyright by Denouement (Chris Parham). You may NOT reproduce or
distribute this guide in any manner, electronically or otherwise, without the
express written permission of the author. You may not display this guide on any
page in which there are advertisment banners. Below can be found the list of
sites that are permitted to host this guide. This list can be changed at any
time.

List of acceptable sites:
GameFAQs (www.gamefaqs.com).

List of sites which do NOT have permission:
www.cheats.de

Remember, plagiarism is a crime and is punishable under the law.

Note: You can always find the latest version at GameFAQs, at www.gamefaqs.com
Thanks CJayC!

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E-MAIL POLICY:
I welcome e-mails at cgparham757@aol.com but here are the Do's and the Dont's:

DO send questions not in the FAQ.
DO send questions in text or HTML format.
DO send e-mails with "GameFAQs" in the subject line.
DO send suggestions and corrections, this is not a final guide.
DO tell me if you find this guide on a site where it is not permitted (see
above).

DON'T send executables.
DON'T send vulgar or inappropriate mail.
DON'T send mail over and over again, I only check it once every day, at most.

I will try to get back to you as soon as possible...unless you did one of the
"DONTS", in which case your mail will be summarily ignored and ruthlessly
deleted.

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CONTENTS:

1. Disclaimer

2. E-Mail Policy

3. Contents

4. Introduction

5. The Basics
--System Requirements
--Patches
--Returning Players: The Basics
--Starting A New Game
--Keyboard Shortcuts

6. Strategies
--Choosing A Civilization
--Early Game Strategy
--War Doctrine #1: Balance
--War Doctrine #2: Speed
--War Doctrine #3: Prolonged Conflict
--Trading Technologies: Seller, Middleman, and Buyer
--War in the Ancient Times
--War in the Middle Ages
--War in the Industrial Ages
--War in the Modern Times
--Leaders and Armies
--Golden Ages
--Diplomacy Lesson: World Maps
--Diplomacy Lesson Three: Rights of Passage
--Despotic Conquest
--Scientific Slaughter
--Strategic Resources
--Luxury Resources
--Cultural Calamity
--Diplomacy Deluxe
--Diplomatic Warfare
--Histographic Victory
--Late-Stage Assault
--Use the **** Squares
--Spaceship Launch
--Hide Out
--Divide & Conquer
--Super Science City
--Quick Aztec Ploy
--The Rock
--The Culture Push
--Big Bullseye Empire
--Tessallation
--Terrain Bonus #1: Land Bridges
--Terrain Bonus #2: Isthmus/Canal
--Score Boosting


7. Tribes (alphabetized)

8. Units (alphabetized)

9. Improvements (alphabetized)

10. Wonders (alphabetized)

11. Technologies (listed in approximate order of discovery)

12. Other Topics
--Victory Types: Specific Requirements
--City Populations Data Table
--Terrain & Terrain Improvements
--Governments
--Combat Calculation
--Cultural Borders
--Calculating the Score
--Civilization III Editor
--Cheats

13. FAQs
--Which form of government is the best?
--Why is this game so slow?
--How do I build embassies and/or plant spies?
--I need [insert resource here]? Where can I find this?
--My resource disappeared! Is my game messed up?
--This unit has won so many battles! Why won't it reach Elite?
--Which civs are the most fun to play?
--Finally, what can I expect from the Civilization III expansion?

14. All Play The World Info

15. Closing Statement

16. Acknowledgements/Postscript

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INTRODUCTION
This guide is for Civilization III, a PC game produced by Sid Meier and his
Firaxis development company. Civilization is one of the oldest current strategy
series on the market. Civilization I and Civilization II's numerous
incarnations can in some ways be regarded as the "first generation" of the
Civilization series. Civ III takes the game to a new level of graphics, scale,
and gameplay. This guide covers strategies, plus detailed coverage of units,
tribes, improvements, and wonders.

The first section, "The Basics," introduces you to the game and especially
lets Civ I and Civ II players know what has changed and what is still the same
in this game. It also gives a helpful list of keyboard shortcuts.

The second section, "Strategies," offers many helpful tips, hints and game
plans for Civ III. Hopefully these will help you win more of your games. If you
have any of your own strategies, feel free to e-mail them.

The other sections cover various aspects of the game, giving detailed
information on units, improvements, etc. The most interesting of these sections
is "Other Topics," which covers some often overlooked aspects of the game.
The very last section answers some frequently asked questions.

Finally, if there is anything you don't get out of this guide, there is an
awesome website at www.civfanatics.com that should answer any and all of your
queries. Enjoy the guide!

VERSION HISTORY
Version 1.0 : The basic guide is completed and sumbitted.
Version 1.x : Various updates and additions to the guide, some sections have
added material, some unfinished sections completed.
Version 2.0 : Some updated material added concerning the new Play The World
expansion pack. (upcoming)
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THE BASICS
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VERSIONS
Collector's Edition comes in a metal case, with the game and manual, a
"Making of" video, and an advances tree poster.

Standard Edition includes the game and manual.

SYSTEM REQUIREMENTS
CPU: Pentium II 300 MHz or better (required)
500 MHz or better (recommended)
Memory: 32 MB RAM
Free Disk Space: 500 MB (minimum)
700 MB (full install)
CD-ROM: 4X
Video Card: Must be DirectX 8.0A compatible
Sound Card: Must be DirectX 8.0A compatible
Operating System: Windows 95 or higher

PATCHES
The latest patch released for Civilization III (Windows/PC) is the v1.21f
patch, released for download on 4/18/2002. It can be downloaded from the
official Civ III website, < http://www.civ3.com >.

RETURNING PLAYERS: WHAT'S NEW
Returning players from Civilization I or II will certainly have a good sense
of what's going on in Civ III, but many important players. For those who are
new to the game this will serve as a short introduction to the rules.
Civilizations-there are sixteen-now have specific abilities determined
by things called "Attributes." Each tribe has two attributes of a possible
six. Each civilization also has one unique unit that only it can build, with
special abilities or increased stats. (See the Tribes section for details.)
Resources work in a completely new way. They have been divided into
three categories. Strategic resources are needed to build some city
improvements, and most military units. Luxury resources play a key role in
keeping your population happy. Bonus resources play the same role as
resources in Civ II, just benefiting the city's production. The fight to
secure resource squares is a big part of Civilization III.
Culture is a completely new concept to the game, which reflects the
impact your civilization has on people. Cities accumulate culture through
building and maintaining such improvements as the Temple, Library,
University, Cathedral, etc. Increased culture expands the influence of that
city, which in turn helps to expand your national borders.
Fundamentalism is gone. Obviously, this makes the game just a little
more balanced. (Fundamentalist government basically guaranteed victory in Civ
II if you knew how to play it.)
There are new ways to win the game. Domination victory is basically a
pre-emptive version of regular conquest victory, saying that your lead is so
massive that, given time, you would inevitably win the game. Diplomatic
victory comes back from Sid Meier's Alpha Centauri. Finally, Cultural victory
is achieved when you reach a certain level of cultural domination, and does
not necessarily require any warfare. Conquest (defeat all rivals), Spaceship,
and regular Score victories also return.
Slight changes have been made to the units of the game. Obsolete units
can now be upgraded, and instead of having home cities, units are supported
by the nation as a whole. The functions of the Settler have been divided into
two units: the Settler, and the Worker. Units that are gone include the
Caravan, Freight, and Engineer. The most significant new units are Leaders
and Armies, which allow you to combine the power of your units into
devastating columns of firepower.

STARTING A NEW GAME
When you open up Civilization III, you have a number of options. Choose New
Game or Load Game to start a new game, or load one you started earlier. At
the New Game screen, you are first asked to choose options that will
determine what kind of world you play on. The most significant attribute is
size. This will determine not only the length of the game, but will also have
a big effect on the style of play that develops. Tiny world maps will
probably involve fierce fighting throughout the game and are likely to end by
conquest or domination victory. Huge maps, on the other hand, are more suited
to a cultural or diplomatic victory. Standard maps provide a balanced style
of play.
The other land attributes also have an impact on play. The choice
between Pangaea, Continents, and Archipelago is the second most important
choice; it determines the ease with which other civs can reach you, and also
the ease with which you can reach them. If you like fighting, Pangaea will
provide you with lots of opportunity for war; Archipelago is perfect for
peaceniks; and again, Continents will provide a balanced style of play. The
other choices are pretty unimportant, but I usually choose Moderate wetness,
Warm temperature, and 5 billion years age. This produces a good map with lots
of grassland and plains and not too much impassable territory. It's a good
choice for beginners to start with.
On the next game creation screen is the Civilizations setup. Choose your
civ; you can rename it and its leader to anything you like, so choose based
on the civ characteristics. Also, select the number of opponents you wish to
face, and either specify the civs you want to play against or set them to
Random. Then, you are ready to start your game!

KEYBOARD SHORTCUTS

UNIT MOVEMENT
Move North Up Arrow OR Keypad 8
Move Northeast Page Up OR Keypad 9
Move East Right Arrow OR Keypad 6
Move Southeast Page Down OR Keypad 3
Move South Down Arrow OR Keypad 2
Move Southwest End OR Keypad 1
Move West Left Arrow OR Keypad 4
Move Northwest Home OR Keypad 7

UNIT ORDERS
Airdrop A
Airlift T
Air Superiority Mission S
Automate Worker A
Automate Worker (Virgin Terrain) Shift + A
Automate Worker (City-Specific) Shift + I
Automate Worker (Clean Pollution) Shift + P
Automate Worker (Clear Forests) Shift + F
Automate Worker (Clear Jungles) Shift + J
Bombard B
Bombing Mission B
Build Army/City/Colony B
Build Fortress Ctrl + F
Build Mine M
Build Railroad Shift + R
Build Railroad To Ctrl + Shift + R
Build Road R
Build Road To Ctrl + R
Build Road To, Then Build Colony Ctrl + B
Clean Pollution Shift + C
Clear Forests/Jungles Shift + C
Disband D
Explore E
Fortify F
Go To G
Hurry Improvement Ctrl + H
Irrigate I
Irrigate to City Ctrl + I
Join City B
Pillage P
Plant Forest N
Re-base Shift + R
Recon Mission R
Skip Turn Space
Trade Network Ctrl + N
Unload/Load L
Upgrade U
Upgrade All Similar Units Shift + U
Wait/Delay W OR Tab

CITY SCREEN
Add to queue Shift + (Click)
Save this queue as default Shift + Q
Load default queue Q
Remove item from queue Delete + (Click)
Delete queue Shift + Delete

WORLD MAP
Activate Diplomacy Screen Shift + D
Activate Espionage Screen E
Activate Governments selection Shift + G
Activate Mobilization options Shift + M
Center screen on active unit C
Center to capital H
City Locator Shift + L
Create Embassy Ctrl + E
Create Spy Ctrl + Shift + E
End Turn Shift + Enter
Toggle extra displays on/off Delete
Toggle zoom level Z
View "clean" map Shift + Ctrl + M
View Preferences Menu Ctrl + P

ADVISORS
Foreign: Change portrait Shift + (Right click)
Foreign: Check Civilopedia (Right click)
Science: Add/Remove from Queue Shift + (Click)

HOTKEYS
F1 Domestic Advisor
F2 Trade Advisor
F3 Military Advisor
F4 Foreign Advisor
F5 Cultural Advisor
F6 Science Advisor
F7 Wonders Summary Screen
F8 Histograph
F9 Palace View
F10 Spaceship Status
F11 Demographics
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STRATEGIES
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CHOOSING A CIVILIZATION
Choosing your tribe in Civilization III is one of the most important
decisions you will make in the game; it is irrevocable, and it is of huge
importance to how your game will unfold. The TRIBES section later in this FAQ
covers each of Civilization III's sixteen tribes in detail. Here, we will
discuss the main features that separate Civs from one another. One of the
most obvious differences between tribes are their unique units. These give a
slightly different flavor to each army and can provide cultures with timely
boosts during the era of their special unit. However, the most important
factors swaying your choice of tribe should be the Civilization Bonuses.
Each tribe has two of these six special bonuses that determine the
personality of that tribe and generally determine which tribes are suited to
which styles of game play. The six characteristics are: Militaristic;
Religious; Expansionist; Industrious; Commercial; and Scientific.
Militaristic is one of the strongest attributes to have for your tribe.
First, production of military structures, such as Barracks, City Walls,
Coastal Fortresses, and SAM Batteries, is easier to undertake since these
structures only take half the time to build. Their units have a greater
chance to "Promote" after a battle, that is for a Regular Unit to become
Veteran or Veteran to reach Elite level. Finally, these civs produce more
Great Leaders after victories. The added leader production is a great aspect
for these tribes; this allows you to build armies if you need them, but also
allows you to speed the production of Wonders. All in all Militaristic is one
of the best attributes.
Religious is another characteristic with many positive effects tied to
it. As with the militaristic tribes, they can build the religion oriented
City Improvements at half cost: Temple, and Cathedral. Best of all, they
change their form of government with only one turn of Anarchy intervening.
For a strategy like Despotic Conquest, where you may be looking at a crucial
change into Democracy, Religious is a decent quality. For a game plan like
Democratic Warfare, however, Religious is excellent. If Democracy becomes too
much for your Empire to handle, the shift down to Republic is easy; but at
the same time, speeding the production of Temples and Cathedrals will keep
your people happy and thus stave off war weariness. Religious is an effective
bonus, but you will find others that are stronger.
Expansionist is a weaker attribute, in fact possibly the weakest. The
primary effect of this bonus is that you get a third unit to start the game:
a Scout unit, which has a two movement rate and is ideal for exploring. The
biggest plus of this is that it will allow you to reach resources faster, and
hopefully get cities or colonies built on them. You can also build more
Scouts later. However, while this ability can get you out to a good start in
the early game, the Scout is frankly a pretty useless unit. (Actually, if you
want to balance it out a little, it's kind of a good rule change to give
Scouts the "Build Colony" worker ability. This makes Expansionist a little
more worthwhile.) On the whole, however, Expansionist is the worst Civ Bonus.
The fourth bonus is Industrious, which is one of the three strongest
attributes. Early in the game, you will notice that workers work faster under
Industrious Civs. This means that, while Expansionist civs might be the first
to find resources, Industrious Civs will often be the first to get there and
link them up to the empire, and thus reap the benefit. The faster workers
will give you a boost throughout the game, as this lead in infrastructure
will increase production of food, shields, and trade in all your cities.
Later in the game, the large cities of an Industrial Civ will produce extra
shields of production, an excellent effect in that it might allow you to
build a unit in 4 turns, where previously it took five. Those extra shields
are also multiplied by such improvements as Factories, etc. However, note
that extra production can be a two-edged sword: pollution will increase as
well. Luckily you have speedy workers to clean up that pollution. I would
rank Industrious is one of the three best civilization attributes.
The fifth attribute is the Commercial quality, representing a nation
centered on trade and wealth. As large Industrious cities get more shields
from large cities, large Commercial cities receive bonus commerce, and thus
bonus gold or science. Corruption is also reduced, which could be an
amazingly nice effect, but actually turns out to be rather mediocre. There is
a noticeable difference in large cities, but typically these cities are close
to the center of the empire and don't suffer much corruption anyway, so the
difference is from, say 30 gold to 40. On the other hand, the small fringe
cities that produce one gold and one shield without the Commercial bonus,
produce exactly the same thing under the Commercial Bonus. Thus, Commercial
fails to stop corruption and waste where it hurts the most. I would rate the
Commercial bonus as the second worst civ ability.
Scientific is the last, and in my opinion the best Civilization Bonus.
In these civilizations, scientific structures, such as the Library,
University, and Research Lab, can be built at half price. This is a huge
bonus: not only is your science output increased, but it increases your
culture as well, since Library and University are two of the best Culture
buildings. The best part of the Scientific attribute, however, is that you
receive a free technological advance at the start of each Age, for a total of
three free advances throughout the game. At crucial times throughout the game
you are given an extra boost by the discovery of a free advance. Between this
and your lead in Science-producing buildings, you should be able to dominate
the scientific field, and this can help solve all your problems. Gold? Just
sell your techs to other cultures; often you can pull in 20-30 gold per turn
for a good technology. As you can see, science influences all aspects of the
game. Scientific is an attribute well suited to all types of victory, and in
my mind is the attribute that will most help your civ.
Anyway, you should use your knowledge of these attributes to choose a
Civilization that is ideal for your needs and style of play. Any civ can be
victorious if played well, but here are the top five Civs in my opinion. With
any of these, victory should be fairly easy to attain: Persians, Germans,
Babylonians, Chinese, Aztecs. Note, however, that for attributes and unique
units to come into play at all, "Civ Specific Abilities" must be turned on in
the game setup (its default position is on). If you turn it off, the only
difference between civilizations will be the appearance.

EARLY GAME STRATEGY
You have many obvious goals in the early part of the game and it is often
difficult to balance and reconcile them. But there are some general
strategies you can follow in the first 50 turns that will help ensure a solid
position in the middle game and beyond.
Found your capital on turn one. A big mistake people make is looking
around for an "ideal" spot with you Settler. But the game usually starts you
at a decent location. Obviously, there are exceptions; if you start one turn
from the ocean and you really want your capital to be coastal (perhaps the
map is archipelago style), go ahead and move it to the sea. But these
exceptions are rare. Your worker should choose an adjacent grassland or
plains square and improve it; on plains, build irrigation, and on grassland
build mines. The ideal first worker action is to mine a "shield" grassland
square. This will give you a quick two shield/two food production. Note that
there is no point in irrigating grassland at this point; your government is
despotism and thus that third food will be wasted. Also wasteful is saving
gold at this time; you can't use it to rush, and can't talk to other civs and
buy stuff with it. So put all your trade into science. Generally you want to
immediately research up to Iron Working; if you start with Bronze Working it
gives you a little extra boost here.
Meanwhile your city should be building an immediate Warrior for scouting
purposes. Send him out to grab some goody huts and get a sense of the lay of
the land. After this Warrior is built, build another and fortify in the city.
By this time your city will be at size two and should be producing six food
and two to three shields at least. Now build the granary. By the time it's
done, your scouting Warrior should have spotted several great city locations,
not right next to your capital but not too far. (See THE BULLSEYE EMPIRE
below for a tip on where to put your first few cities.) Anyway, after
building the Granary your city will have size of around 4-5, send your worker
out to begin building a road to one of those city spots you found. Build
Settler and ship out to found a city there. Now your capital will essentially
alternate between Settlers, Warriors, one or two Spearmen to fortify in the
capital, and a few Workers. The Granary will allow your population to recover
quickly from the building of a Settler or Worker. After three or four
Settlers have been produced, you will most likely need to build the Temple;
after it's done your capital is pretty much finished its current role in
expansion. Set it to build either the Pyramids, by far the most important
wonder at this stage. Meanwhile border cities should get up to level with
Granaries as explained above, then build Settlers. Using this strategy, you
will notice that you start slow; probably the first "XXXX completes his great
history.." will rate you poorly. But once the first round of expansion cities
begin building Settlers, I can assure you that your empire will begin to grow
explosively. Good-sized cities with Granaries can churn out Settlers much
more effectively than cities that have to work themselves up to population
three only to drop back down to minimum size.
One final point is the question of how often your conscience will allow
you to reload and try something again for a better result. Usually I restart
the initial map a few times to get something nice--I refuse to doom myself by
putting my capital on a flood plain and ensuring riots by turn three. But you
can also restart to get a better goody hut, and doing this can have a wild
impact on your speed of expansion (if you're getting techs and settlers from
every goody hut). But most players consider this cheating, you should do this
at your own risk of feeling guilty.

WAR DOCTRINE #1: BALANCE
Luck favors the prepared warrior.-Sun Tzu
Balance is essential in fighting. There are a number of areas in which
balance is necessary. First, you should have a good balance between your
invading force and your stay-at-home defensive forces. The worst mistake you
can make in preparing to initiate combat is to leave your cities poorly
defended. If you lose a war, and have defenses, you can get up and move on,
but if you lose and are defenseless, you will be wiped out by an angry enemy
who is seeking blood.
Furthermore, within your offensive force you ought to have a balance of
different types of units. There are some ages of the game where one unit is
so good that it can comprise essentially all of your force. Examples are the
age of Knights and the age of Tanks and Modern Armor. However, during much of
the early game, units are good for only one thing, and have either attack
power, defensive power, or speed. In general you should have three waves to
any attack. The first wave, by speed units, should concentrate on pillaging
and capturing enemy workers. If these units have a decent attack value, they
can attempt to seize border cities; this will be a benefit since the upcoming
waves will now be able to use the roads surrounding these cities, since they
are no longer within enemy borders. Wave two is your heavy attack wave, for
instance Swordsmen. They will be the ones to take the better defended enemy
cities. Right behind them, should be a wave of defensive units like Spearmen
or Pikemen. Such units move at about the same speed as the attack units, so
they should have no trouble keeping up. Once it seems that your offensive is
stalling, move all your units back into the captured territory and
consolidate. Even if you can't defeat an enemy outright, he will be severely
weakened and will be forced to accept a peace treaty; it will be better to go
this route that to overextend yourself and end up with a mess on your hands.

WAR DOCTRINE #2: SPEED
Speed is the essence of war.-Sun Tzu
This quote from Sun Tzu indicates an important point of warfare in
Civilization games. Speed is perhaps the most valuable attribute a unit can
have. There are two elements to speed. The first is the speed or your units,
and this is actually the less important factor, since the speed of units is
pretty much immutable. Of course, it's good to have some fast units, like
Horsemen, Cavalry, etc., in your forces, but not to the point of excluding
more powerful units. The main element of speed you must maintain is the
ability to put your forces at a crisis site quickly. Often, you will be
completely at peace and then an attack will come from nowhere. In this case
you need to move quickly to respond, and there are a number of ways to ensure
you can do this. The first is to keep your forces spread throughout your
empire. I usually only have two or three cities building units, but after
they are built I move them to all corners of my territory. The second part of
this is, build lots of roads and railroads. From the beginning, you should be
maintaining roads throughout your Empire, connecting the new cities that you
are building. Once you invent the railroad, concentrate you workers on
connecting all cities by rail. This will allow your response to any attack to
be immediate. The more roads and rails you build, the better off you will be
in a defensive war, since these features are available to you but not to your
attacker.

WAR DOCTRINE #3: PROLONGED CONFLICT
Most wars in Civ III end quickly, or quickly become one sided and just take a
long time to mop up. However, in some cases, you will actually have to fight
a long conflict with an enemy. This can be especially true of an
intercontinental conflict; maybe you took care of all his cities on this side
of the ocean, but his main empire is over on t'other. There are two main
problems with a drawn out conflict. One, if you are in a representative
government and you started the war, is war weariness, but that will be
discussed later. The other problem is actually fighting the war. Here are
some tips. First, if you can get units into enemy territory take the chance
to pillage. This will cause lasting damage to the opponent and will
eventually wear them down, even if you are only able to destroy irrigation or
mining. If you are able to cut off a valuable resource, this can be a
crushing blow to your enemy. Second, this war is probably going to be a long
war, so don't try to hurry the preparation. Take the time to assemble forces
and seize an adequete beachhead, rush an airport if possible (which brings
your armies to his doorstep VERY quickly), and protect your advances.

TRADING TECHNOLOGIES: SELLER, MIDDLEMAN, BUYER
Assuming the world is at peace and looks to stay that way, it is probably a
good time to start trading technologies. There are three situations you can
be in where selling and buying technologies is effective; first, the best
position, the Seller. To be the seller, you must be leading the technological
race, and in this area Scientific civs have a big advantage. If you can get
one or two tech steps ahead of all the others, feel free to sell around. The
key facet of acting as a Seller, is to be sure to sell to every civ, no
matter what they offer. Say you give Electricity to the Egyptians for 40 gold
per turn, a very decent sum. Now go to the Romans, and they just offer you 40
gold, one time deal. This might seem bad, but take it, because if you don't
the Egyptians will just turn around and sell it to the Romans, and you'll
miss out on a possible 40 gold. Thus, you can sell the same technology to up
to 15 civilizations: while you are still in the lead technology-wise, you
might have picked up a 1000 or so gold, with an extra 400 each turn! Once
those deals run out, go ahead and sell round another tech.
The next position is Middleman, a decent position that lets you have
some fun. In this setup, you are in second or third place. A few civs are
ahead of you in science, but many others are behind. Here, you buy from the
civs ahead of you, and sell to the ones behind. This way, you offset your
loss or even make a profit for yourself. If you want, you can do this all
game long: set your science rate to zero, and use the Middleman strategy to
keep yourself in the Science race. While you can't get ahead, your 100% tax
rate will give you ridiculous funds.
The final position is Buyer. If you're behind in technology, it's tough
to know how to play it, but I recommend snapping up military techs from
friendly civs and then trying to expand by attack neighbors. If you're behind
in science, you're probably behind in score and other factors as well, so
military domination might be your only way out. :(

WAR IN ANCIENT TIMES (FIRST ERA)
War at this level of the game can be one of two things. First, if you catch
someone with their pants down very early on, or vice versa, you can deliver a
killing blow and destroy a civilization in a single turn. Or, later on in the
age, wars will take forever as your units creep across the landscape.
Basically, the strategy in this era is very limited. Just keep your cities
well defended with Spearmen, and try to have at least two units in every
border city. Offensively, concentrate on one point of the enemy empire, and
send your full force of Horsemen at it. Horsemen are about the only
worthwhile offensive unit in the age. Just take one city at a time, with an
eye toward territory and resources.

WAR IN THE MIDDLE AGES (SECOND ERA)
The Middle Ages will probably be the most eventful era of warfare.
Civilizations will be trying to secure resources like Iron, Saltpeter, and
Coal, and borders will also be rubbing up causing tensions. Defense is as
always a priority; each city on your border should have two of the best
defensive unit available. However, the Middle Ages should be a time when you
turn your eye to offense as well.
Knights will allow you to have a potent offensive force. This is one
time of the game when you can easily attack an enemy along a whole front, so
wars will be on a large scale. If you decide you want to expand your borders
or grab a resource, the first step is to build up your forces. A good
attacking army will contain a mixture of Longbowman and Knights, along with
some defensive units to protect the archers. Longbowmen are for attacking
enemy troops and cities, and your Knights can run around causing general
havoc. Just maintain your lines (i.e. don't let your enemy get behind you)
and you should be able to advance en masse toward victory.

WAR IN THE INDUSTRIAL AGES (THIRD ERA)
The Industrial Age provides a bit of a respite from attack in most cases. The
reason for this is that while Infantry, a 6/10 unit, is developed very early
in this age, for most of the age the best normal offensive unit is the
Cavalry, which is only 6/3. As you can see, defensive units have a great
advantage here, and in fact a defensive unit is also the strongest offensive
unit! (NOTE: For these purposes, the development of the tank begins the
modern age of warfare. After the development of the tank, which happens about
the same time as air power is developed, there is little change to warfare
tactics except the possible introduction of nuclear weapons.)
To combat these strong defensive units, the Industrial Age is the age of
artillery. Stacks of Artillery will blast open enemy defenses and will allow
your Cavalry to march into cities with little problem. Strategically, this is
a return to the Ancient Age-you will probably go after one city at a time,
first shelling it into submission and then sending in Cavalry. A good
railroad network is also a must in this Age; it helps on both offense and
defense.

WAR IN MODERN TIMES (FOURTH ERA)
In most games, the Modern Era will be the time of peace. By this time,
Democracy is the form of government for most civs, and war will produce many
undesirable side effects. Many resource sites, which could easily be snapped
up during other ages, will now be irrelevant, and others will be heavily
defended. Basically wars will rarely spring up for "natural" reasons...most
wars will be the ones initiated by you, in order to make up lost ground,
finish off a domination victory, or whatever. War is tough in the time period
and requires more strategy and tactics than in other periods. Once your
enemy's largest cities are defended by Mech Infantries, it is difficult to
take them by any means. However, two important factors in your favor to be
aware of are Precision Bombing and artillery assaults. When trying to take a
large metropolis, it pays to bombard it first. That means you need to cut it
off from the rest of its empire using your ground forces, and then assault it
with Battleships (if near water), Artillery and Radar Artillery, and planes.
You will have two goals. First, destroy improvements in the city. Barracks
and happiness improvements are the most important to take out, since Barracks
allows enemy units to heal fully between your attack turns, making it tough
to take the city, and destroying happiness installations will drive the city
into disorder, thus preventing him from rebuilding the barracks. Second, you
want to take down the population a little bit, hopefully getting it down to
11 or lower. (Cities 6-11 receive a 50% defensive bonus for garrisoned units,
but ones with 12 plus receive 100%.) Once you've bombarded the city a little
to soften it up (or if you have time, taken all defenders down to 1 HP) go in
with your units and take it. Advance will probably be made slowly in the
modern age, and in this time period it often pays to raze captured cities
unless you hope to make peace. Dealing with ten or twelve resisters can be
tough and you don't want a city reverting back as soon as the war's over.

LEADERS AND ARMIES
Leaders are a key part of Civilization III. Great Leaders are a special unit
that is sometimes produced when one of your elite units win a battle. They
have two excellent abilities. First, they can form an Army, which is a
collection of units linked to work better together. Second, they can finish
any improvement in any of your cities, including Wonders.
When you get a Leader, you first job is to get it off the battlefield as
quickly as possible and into one of your cities. It has a 0/0 attack and
defense rating so this is vital. Also, you want to use each Leader as quickly
as possible, to make room for a new leader to possibly arise. Not that the
chance of an Elite unit's victory producing a Leader is 1/16; with the Heroic
Epic small wonder it becomes 1/12. So Leaders will be few and far between.
The first leader should be used to build an army as quickly as possible.
Two vital wonders ride on you having had a victorious army; thus you will
want to immediately win a battle with your new army. You can then build the
Heroic Epic and, if you have discovered Military Tradition, the Military
Academy. Generally, all subsequent Leaders should be used to rush Wonders.
The rush ability of Leaders is a huge potential for the game to swing in your
favor and cannot be missed.

GOLDEN AGES
The value of the Golden Age to a civilization cannot be underestimated. Timed
and planned correctly, the dawn of a Golden Age can propel a nation from the
bottom of the standings all the way to the top, and a civ that is leading
when it enters a Golden Age will emerge from it with a huge advantage.
However, the Golden Age is but twenty turns out of the 540 turns in a full
game lasting until 2050. To get the most out of it you need to plan ahead and
prepare your cities.
First, you need to have your civilization's unique unit on hand. It
needs to win a battle to initiate you GA, but this should not be a problem,
just send two or three at an undefended city. More important is when to do
this. The ideal time for the GA is about the middle of the Middle Ages. At
this time, vital Wonders are just being discovered, and you can use the extra
production to grab these Wonders (JS Bach's, Sistine, Sun Tzu's Art) before
the AI does. That's the best time for a production GA. The other thing you
can do with your Golden Age is use the extra production to initiate war. If
doing so, anytime in the Ancient to Middle will do; avoid Industrial as
Riflemen and Infantry will be difficult to overcome, even with many units.
The best use of a GA war is to grab a vital resource that you don't possess
and don't want to buy, especially Coal; if you haven't used a Golden Age, and
when you invent Steam Power realize that you have no Coal, immediately
leverage your Golden Age to acquire this vital resource.

DIPLOMACY LESSON: WORLD MAPS
I honestly believe that the game puts excess value on World Maps early in the
game, and you can use this fact to build up a substantial lead in gold and
techs by giving away your World Map, especially if you are exploring
extensively. There is no reason not to give away your map, unless you know
the location of a vital resource but don't have a Settler there yet. It's
especially worthwhile to sell your map to tribes on other continents, or very
far away. Chances are they can't make use of the data, but you can certainly
make use of the money they pay you.

DIPLOMACY LESSON THREE: RIGHTS OF PASSAGE
The right of passage is one of the most easily abused political agreements.
Of course, you can always sign one with your allies if you want to use their
roads. But more commonly, you can abuse the right of passage to exploit your
enemies. There are a number of ways you can do this.
The first is the obvious way. Sign a ROP, then move your best offensive
units to the enemy cities you wish to capture. Then attack them all at once
on one turn, leaving your enemy no chance to respond or build up his forces.
The advantage is that you can probably wipe out much of his empire. The
disadvantage is the hatred that will pile upon you from all other
civilizations. They will be very angry. Another variation of this is to wait
until the ROP actually expires, then use your prepared troops to attack the
enemy; this way you don't get the anger of violating an ROP.
Another way to defy the ROP is to send workers into an enemy territory,
then use those troops to build unfortunate infrastructure in enemy territory.
For instance, let's say your enemy has positioned some irrigation around a
large city. Perhaps you feel he would be better served by forests in those
spaces. Go ahead and help him out by planting some lumber over his farms. Of
course, his people will starve to death, but they will die in beautifully
furnished homes. This is a great way to sabotage enemy shield production and
city population.
In this section, let me also make a comment on the use of some units
which you can freely send into enemy territory, regardless of whether you have
and ROP, and he will not be offended. The most significant of these is the
Explorer, which is actually quite an effective unit to use for laying the
foundations for a war. First, by sending in Explorers ahead of your main force
you can pillage every enemy resource, and possibly other important terrain
improvements, on the first turn of a conflict. The cheap price and quick
mobility of the Explorer unit makes this possible. The Scout unit can perform
a similar function, but generally such strategies are not needed in the early
game, and also the price of a Scout seems much more in ancient times than the
price of an Explorer in the modern age.

DESPOTIC CONQUEST
We'll start with Despotic Conquest, because any strategy you choose is likely
to have a bit of the warlike stuff thrown in. Despotic Conquest is the most
basic strategy available to you. It is best suited to small scale games,
since time is of the essence in a Despotic Conquest situation. With this
strategy, you will be shooting for a Domination victory. The government, as
you can see, will remain Despotism throughout your game, so no need to waste
research on other forms of government. The ideal situation for the use of
this plan is a small world, with three or four civs. Hopefully, you can
overwhelm them quickly, and get your victory. Obviously, the bigger the
world, the more arduous and lengthy a despotic conquest will be. Also,
however, Despotic Conquest on a large world will face significant problems
with Corruption and Waste. We'll get to this later.
For a Despotic Conquest, the best attributes are Militaristic and
Industrious. Both these characteristics will allow you to quickly ramp up
production of a massive military. As I said, with this plan you will hope to
strike quickly and decisively, so speed is of the essence. The early game
consists of three primary goals. First, build lots of cities. LOTS of cities;
I mean keep pumping out the Settlers anytime you can. Workers building roads
can also be helpful, but don't bother with mining and irrigation. Then build
barracks. Militaristic can be very helpful here, in order to build these
quickly and to the greatest effect. After this, just keep churning out units.
Once you research a few basic techs, especially acquiring The Wheel,
Mathematics, and Horseback Riding, stop researching and set taxes to full.
You can then use this excess cash to buy more units, and if necessary to buy
other techs from your enemies. With Despotic Conquest, your military strategy
is straightforward: Numbers, Numbers, Numbers. Try to overwhelm your enemy.
Horsemen, Chariots, etc. are excellent for this. You should be able to
slaughter opposing civs if you find them fast enough. However, that's a big
"if". Don't worry, however. If you find that this strategy is taking too
long, just slip into another strategy. It's especially easy to move into
Democratic Warfare.
If you try Despotic Conquest in a large world, it is unlikely you will
be able to see it all the way through. The goal in this case is to conquer
one to three civs in the early game. With this kind of base, you should be
able to sit quietly for an Age or so, developing your cities and your
technologies, in preparation to launch a world-beating assault in the
Industrial and Modern Eras. (Again, see Democratic Warfare).

SCIENTIFIC SLAUGHTER
Leading the game scientifically will put you a level above other
civilizations in every category. War will basically be on your terms: your
units are a level above everyone else's, so if you want to attack, they can
only hope you show mercy, while their waves of attackers will just break on
the fortified units within your cities.
The biggest plus of concentrating on science is that you can maintain an
efficient state, without worrying about resources and while maintaining a
very strong military. The first goal is to get into Republic and then
Democracy. Allocate most of your funds to Science; later advances such as
Economics and the construction of Wall Street will bring your treasury up to
par later. Also, of course, you will be selling techs to your rivals for huge
payments of gold. Remember, however, that the fastest you can learn a tech is
four turns, so manage your science slider so that no money is being wasted on
useless research.

STRATEGIC RESOURCES
Strategic resources are a vital aspect of the game, especially if you plan to
take a military route, since most good military units require resources. You
can get by on defense with limited resources, since the good defensive units
require few. Still, don't count on buying the resources you need from the
computer civs. Not only to they make you pay through the nose for these
resources, but on some world maps resources are hard to come by. Thus, it is
always best to secure your own sources of vital materials.
In the early game, your concentration should be on securing resources
and ensuring that the computer civilizations don't get to them. Don't count
on a colony holding a resources for long; try to get a Settler out there and
put it right on top of the resources. Go for strategic resources before
luxury ones, since they are worth a lot more.
The two most important resources by far are Iron and Coal. Whether you
want to have an offensive army or not, you need these resources to build
railroads, and any civ is going to need railroads. These two resources are
worth going to war for; drive deep into enemy territory and secure the site
of the resources. Hopefully, you will be able to make peace following this.
If not, however, you must hold on to this acquisition, as the resource is
actually well worth one or two cities. In the early game, you should research
Iron Working as quickly as possible so you can see it on the map, and its
good to acquire more than one source since Iron has a nasty tendency to be
exhausted on you. Other resources are still important and are a good reason
to try and grab a city, but are not on the level of Iron and Coal.

LUXURY RESOURCES
Luxury resources are something of a bonus for a civilization. Except on the
two elite levels of difficulty, you will probably be able to get by without
dealing with luxuries at all, except for putting roads through the ones you
notice on your territories. However, they can make your game much easier, and
are a huge help to prevent war weariness.

CULTURAL CALAMITY
Cultural victory is one of the new victory types available to you in Civ III.
The best Civs to achieve it with are those that are Scientific and Religious.
Both of these attributes will allow you to build the most important
structures easily. These structures are Temple, Library, Coliseum, Cathedral,
and University. Research Lab can be built later on. At the same time as you
are going for the 100000 Empire points victory, you should go for the 20000
City also. The city you choose will probably be your capital and should be
sited to get good production. The city should basically build nothing but
Wonders; an important one to get is the Great Library. Each time that city
finishes a Wonder, you might want to spend a turn or two BUYING it some other
improvements, particularly the aforementioned four Culture improvements. It
is key for you to go for both types of victory at once. First, a city with
close to 20000 culture is just what you need to push you over the 100000
culture mark. However, with the empire victory, your empire must have at
least twice the culture of any other civ, and it's quite possible that
despite all your hard work this might not be the case. Thus, the 20000 city
is an essential backup plan.
Cultural victory will almost always go down to the wire, since it takes
time to accumulate those massive amounts of culture, either in a city or in
an empire. In the early game, you will need to build up a solid base, through
expansion and possibly through military conquest. By the end of the Medieval
Era, you should possess at least 40 cities. Get them their cultural
improvements. One nice thing about the Cultural victory is that your cities
can be small. For instance, a size 6 city, once it has built the five main
buildings, can now just sit and accumulate. Because of this, you can space
your cities very close, making the most of your borders to get maximum
culture. Feel free to overlap city radii. The exception, of course, is your
"big culture" city, which must always be growing and expanding to make
Wonders ever quicker to build. With a Temple, Cathedral, Coliseum, Library,
and University. With this pace, cities add 14 culture points per turn. Say
you have this setup in place with 150 turns left, your 40 main cities all
have: 14*150=2100 culture. With one city at close to twenty thousand,
containing all your Wonders, a 100000 score is more than possible. In fact,
200000-300000 culture is a definite possibility if you concentrate on this
aspect of the game. (With a conquesting attitude, 500000 culture can
definitely be achieved.)
The other key to cultural victory is keeping your rivals down, so that
they have less than half your total. There are a number of steps to do this.
First, most enemy Civs don't concentrate on culture as much as you will be.
So none are going to be keeping up with you. Your neighbors will very likely
be automatically depressed by treachery of their own cities to your more
culturally powerful Empire. When you build all the culture improvements in
these cities, this will only cause more defections. It is cultures that are
far away from you that cause the problem, especially if they are dominating
their neighbors. In the worst case scenario, you might have to go kick some
ass over there, but you should be able to avoid this problem. If you see a
civ getting too strong, set up some trade embargos against it, which will
probably cause it to wage war on you. This is key because if the enemy civ
declares war on YOU, war weariness will be less problematic. At the same
time, you should have good relations with your own neighbors; you should give
them basically what they want during the game, hopefully getting the
relationship up to Gracious level. This will stop your enemy from recruiting
them against you. At this point, ally yourself with all the neighbors of the
troublesome civ, causing your rival massive military problems. Once that war
has escalated, you can probably back out, and the war will continue
nevertheless. All in all, if an enemy civ is growing too strong,
getting the entire world to go to war with it can't hurt your cause.

DIPLOMACY DELUXE
Here's an easy way to win. Build the UN, and have a lot of land and
population. Then just give a lot of gold and techs to others civilizations,
and vote for world leader. Actually, it's pretty tough to get UN Victory
without hitting another victory mark first. So I'm not going to comment on
this too much. All I'll say is, prepare for the vote a few turns in advance.
Go to all the lesser civs that won't actually be candidates, and bribe them
with everything you have: gold, free resources, and technologies. If you can
get the relationship up to Gracious, you have secured their vote; even if it
is only at Polite, you still have a good chance to get their vote.

DEMOCRATIC WARFARE
Despotism is not for everyone. Many players love the super production and
excellent commerce featured under Democracy, which is generally the game's
strongest form of government. Yet they face a dilemma, because even under
Democracy you will often be forced to fight a little war or two. And in these
cases, war weariness can be a huge problem. The ability to fend off war
weariness can be a huge bonus for your team, since a war between a Democracy
and a Despotism will almost always go to the Democracy, if the Democratic
player can avoid the social unrest brought on by war weariness.
War weariness can be avoided easily. The keys are simple. First, build
your Temples and Cathedrals. Second, if you plan to set up a Democratic
Warfare game, I recommend that you do NOT build Hospitals. Why? Because a
population 12 city with a Cathedral, Coliseum, and Temple will have no
problem maintaining happiness. At the same time, this city will receive the
100% Metropolis defense bonus and have a large enough population to build
things quickly. Once such wonders as Bach's Cathedral, Universal Suffrage,
and Cure For Cancer are built, you can think about growing your cities, but
until that time I don't recommend it. If you limit your city size, war
weariness should never touch you, especially if you maintain your
entertainment slider at 20-30%. I've been able to keep up an attacking war
against other civilizations for over 100 turns, and still maintain happiness.
Final tip for Democratic Warfare: here, attack civilizations that have mutual
protection pacts can actually be a positive. say you want to fight Persia,
and they have an MPP with China. Attack China, forcing Persia to declare war
on you. Then make peace with China as quickly as possible. Now, you are
fighting a defensive war against Persia, so war weariness is solved! As long
as you don't make peace, you can now take your time destroying the enemy
civilization.

HISTOGRAPHIC VICTORY
Histographic victory seems like the easiest type of victory to attain. After
all, you don't need to DO anything, just stay in the lead throughout the
game. However, since the Score takes so many factors into account, this type
of victory can be far from easy to attain. The easy part is that you don't
have to concentrate on any one aspect of the game. If you play a good, all-
round game for the duration, you'll have a good shot at a victory. However,
the problem here is that one big mistake can ruin your game and destroy all
that work, and once you're losing in the Histograph it's hard to switch into
another game plan.

LATE-STAGE ASSAULT
Late-stage assault is the classic game plan with Germany. The Panzer comes
very late in the game but is a very effective unit because it can move,
attack, then retreat all in one turn. While the Panzer is very useful here, a
late push to victory can be used by almost any civilization to break out of a
close race and ensure the win.

USE THE **** SQUARES
Often you will find yourself in an area where there is a preponderance of
arctic or mountain type terrain--areas that will produce little food for you.
However, don't abandon these areas, especially if they are secure within the
borders of your empire. These are great places to build one or two size
cities, build a temple and a library, and build up culture. Over time, this
culture can significantly enhance the power and stature of your nation. Plus,
when resources pop up in these areas, you are right there to secure them. The
key here is to set up a balanced production. Once your city reaches a
maintainable size, possibly two or maybe even just one, go to the city status
screen and adjust the production so that no excess food is being produced.
For instance, a one population city built on a hill should cultivate its own
square and another hill. This will churn out just enough food to support that
citizen, as well as at least one shield. This one shield per turn can be used
quite effectively, especially if this city is built in the early stages of
your empire. Build a Temple in this city, allowing it to add to your Culture
and possibly expand your borders. Wealth is also an effective build,
essentially giving you one free gold per turn. One last sneaky idea is to
keep this city sealed off from all your other. Don't let it get any
resources, except maybe Horses. Then produce basic units, such as Spearmen.
You can keep doing this, even late into the game. What's the point of a
Modern-Era Spearman, you ask? Well, if you move that Spearman into a city
with a barracks and the right resources, you can quickly upgrade it to a Mech
Infantry. Expensive, but it allows you to keep your main cities working on
Wonders and improvements while your **** square cities build your army.

SPACESHIP LAUNCH
One method of victory that has been around since the beginning of
Civilization is the victory by Spaceship launch; if you launch the Spaceship
to reach Alpha Centauri, the Sun's nearest stellar neighbor, you win the
game. In Civ III, this is a very tough victory to win. Basically, your
strategy will be the same as for a Scientific concentration, just make sure
to secure the Spaceship resources (Aluminum, Rubber, Uranium) and to maintain
two or three high production cities to build the most expensive spaceship
parts.

HIDE OUT
Hide out is an interesting game plan in which you try to make as little of a
scene as possible on the world front. It's ideal if you are alone on a medium
size continent and occupy the entire land mass; that is, the body of land is
large enough to support a healthy empire, yet no other civ can expand close
to you. In this game plan, you basically just bide your time until you
achieve one of many victory methods. The problems come when the other civs
realize you are winning so handily; they will most likely come after you. The
challenge of Hide Out is to prevent this from happening, and thus coast to
the victory. Often, during the middle ages, you will send out some ships with
settlers to grab a presence on other continents, especially if you spy an
unclaimed resource on the map. Often

DIVIDE & CONQUER
Divide & Conquer is one of the most basic military strategies, yet in the
traditional sense it doesn't really work in Civ III. A city cut off from its
empire has a chance of defecting, but probably you will have to take it
normally. And an enemy unit cut off from its main force certainly won't
surrender; in fact, it might take advantage of its position to cause chaos
behind your lines. So in Civ III, divide and conquer isn't a strategy you
apply to one civ, it's a plan you apply to the whole game. With the advanced
diplomacy possible in Civ III, you are able to foment dissent among enemy
cultures. The goal of the divide and conquer plan is to encourage war among
enemy civs, in order to weaken them while you are strengthened. Essentially,
you go through the Diplomacy screens of different civilization, and see what
they demand for military alliances against various nations. One good idea is
to match two approximately equal civs against one another, as this matchup
will often bog down in a stalemate or war of attrition, hurting both sides.
Try to arrange matters so that no enemy civ can win a war or gain land, but
all are at war with one another. Now, the problem with this is that, when you
have a military alliance against a tribe, you automatically declare war on
that tribe. The beauty of divide & conquer is that, while you are AT war, you
don't actually have to GO to war. If you and the Persians declare war on the
Japanese, hopefully the Persian/Japanese fighting will be so intense that you
can just stay out of the fighting, building up your cities and armies and
biding your time. Here's an ideal situation in which to employ Divide and
Conquer. Take the above example, and say the three civs are arranged like
this, from left to right:

Japanese Persians You

The Japanese and Persian border is far away, and Japan is unlikely to attack
you directly since their troops would have to move through an enemy Persia.
The added benefit of this setup is that the defenses on the border between
Persia and yourself might be a little thin as Persia draws troops to its
opposite border. Plus, since you are allied with Persia, you may be able to
get a Right of Passage agreement quite easily. I'm sure you see the
opportunity you have-as Persia is weakened, step in and crush them, hopefully
dealing them a deadly blow. The Japanese may get some of the spoils, but you
should get the majority and this ought to give you a good size lead in the
game. Note that the Right of Passage trick won't work twice, and betraying it
will greatly anger every other civ. However, the rewards available are often
worth it.

SUPER SCIENCE CITY
Wonders such as the SETI program are significantly reduced in value for this
edition of Civilization. In Civ II, SETI program built a Research Lab in
every one of your cities. In Civ III, it just increases the city's science
output by 50% for the city where it was built. While science wonders have
been made less powerful, "stacking" them allows you to exponentially increase
the bonus they provide. The Super Science City strategy isn't a whole game
strategy, it's just a special tip for a certain city. It also combines well
with most other strategies; this is especially true of any cultural victory
plan. A super science city, in addition to pumping out the technological
advancements, will have a good chance at breaking the 20000 culture point
barrier needed for cultural victory.
The Super Science City is just any city that contains a certain group of
improvements. However, an ideal setup for this city is in an open
plains/grassland area of the board. Grassland is the best. While the city is
still building its vital improvements, have all squares mined or irrigated to
produce two food and one shield. Then, once all improvements are finished,
irrigate in all mine squares. This will cause a population boom, and excess
citizens, beyond the maximum 20 that can be involved in production, can be
made into Scientists, boosting the city's Science even more.
Anyway, here are the improvements a Super Science City should have. The
more of these you can cram in there, the better, so keep building: Library,
University, Research Lab, The Colossus, Copernicus' Observatory, Newton's
University, SETI Program. Be sure to build roads around this city to maximize
the trade, and thus maximize the scientific potential. Typically, to avoid
corruption, the Super Science City either is or is near the capital or
Forbidden Palace.

QUICK AZTEC PLOY
This tactic, intended for use in the first few turns of the game, is ideal
for the Aztecs whose unique units replace Warriors. Obviously, the value of
these units goes down almost immediately since the Warrior is made obsolete
so quickly. However, the Aztecs can make great use of their Jaguar Warriors
in the first few turns. Build two Jaguars right away as your first two units.
This should take about ten turns. Then immediately send them out. The hope is
that you find an enemy city; two warriors have a good chance of capturing a
enemy city if all it has defensively is a Warrior. Even if it has a Spearman,
you've got a chance. Aztec Jaguars can move 20 spaces in 10 turns, so given
10 turns to build them, you could have captured a second city, or even
eliminated a civ, by turn 20. Eliminating a civ is the best possibility. The
game automatically makes the civ starting locations spread out; if one of the
rivals who started near you disappears, then you will have a much greater
area to occupy before you run into foreign borders. Thus, this quick tactic
can have benefits throughout the whole game.

THE ROCK
How, you ask, can you wipe out dozens of enemy force with one unit. Simple,
it's the Rock strategy. This uses terrain bonuses to the fullest. The best
time for this is the modern age, once railroads are built, and when you have
a Right of Passage agreement you wish to violate. However, it works in many
situations. Before the fighting commences, move two or three high defense
units (must be Veteran, preferably Elite) such as Riflemen, Infantry, and
Mech Infantry into your enemy's territory. Find mountains and put them there.
When you commence war, just throw one unit at an enemy worker, capture it,
and initiate war without taking any losses. On the same turn, fortify those
units on their mountains. While holding your invasion force back, the enemy
should send some troops at you, but considering the invasion army is massed
at your border and possibly fortified there, they will be fended off. The
enemy will also send many units to attack those mountain top troops, but
because their already high defense is magnified by the mountain, the enemy
troops will keep failing. This works great with Battlefield Medicine since
the fortified unit will heal between turns. Hopefully, after all this, much
of the enemy's standing army will be defeated. Now, march in and enjoy the
easy conquer.

THE CULTURE PUSH
This is a strategy for getting hold of resources peacefully. It's best done
in the mid to late game, when you have a lot of gold to spare. Here's the
scenario: there's a resource you want just over the enemy border. You don't
want to go to war to get it. But, you are going to get it anyway.
Start by building a city in your territory, as close to the resource as
possible. Probably, when you build the city, you will grab at least one
square of enemy territory. Now, rush the Temple, Cathedral, Library, and
University in that city. It should experience two quick territory boosts at
the 10 and 100 mark. Now, look at the border between you and your enemy. It
will have pushed in a little under the weight of this new city. Now build
another city within your territory, again as close to the resource as
possible. It might have to be very close to the previous city, or in a bad
position, but don't worry. This town is just a "placeholder". Once again,
rush the four culture developing improvements.
Keep repeating until your "push" occupies the resource you want. You can
also use this just to reduce your enemy's territory, to cut off a city for
potential defection, to make a spur to a body of water, or any other purpose
where you want to gain territory peacefully. Usually, it will work for any
resources not immediately outside an enemy city, given enough time. After you
get the territory you want, and perhaps a defection or two, and most
certainly have built a city directly on the resource, you can exercise the
option to clean up the mess of cities this will leave. But each of these
packed together cities should handle at least 3-4 population, so feel free to
just leave it as is.

BIG BULLSEYE EMPIRE
This is an expansion tip that can secure you a good amount of land early in
the game. Have you noticed that enemy units rarely cross your territory early
in the game, and even late in the game won't do it unless they're going
somewhere? This takes advantage of that mistake by the AI. In this plan, you
begin by making a couple cities at a central location, while exploring the
surrounding civs. Now, set all your cities to build a Settler. Take the
Settlers you are churning out, and send them to a border with an enemy. Build
a line of cities all along that border, set up so that the culture borders
interlock and form one solid line. Now, the enemy won't send units across
that line. This line of cities doesn't need to be close to your original
group, in fact it shouldn't be. Essentially you are building a fence right
now, around an area that you will later fill in. Continue to do this on all
the borders of your planned Empire, including the ocean. It may not be until
the Middle Ages that you have a chance to fill in the inner ring of the
bull's-eye that lies between your capital area and the outer perimeter. Don't
worry, however, because your fence will keep the enemy out. NOTE: In this
strategy, never trade either of your maps, and never give a Right of Passage
agreement, or the AI will go right for that open area.

TESSALLATION
Sometimes you find yourself in an ideal area, where there is fertile pasture
for miles around: essentially, a big open area of Plains or Grassland. For
instance, in the Huge World Map scenario, central Asia, stretching into
Europe is an area much like this. The shape of the Civ III city radius cannot
be tessellated, meaning you cannot arrange it like tiles with no spaces.
However, this is the way to build the most cities without overlapping and
with the least wasted space: (X represents a city, numbers are the city
radius areas of different cities, note that City #8 is off the map to the
north)

-----------------------------------------------
| |1|1|1| |3|3|3|3|3|5|5|X|5|5|8|8|8|8|8| | | |
-----------------------------------------------
|1|1|1|1|1|3|3|X|3|3|5|5|5|5|5| |8|8|8|7|7|7| |
-----------------------------------------------
|1|1|X|1|1|3|3|3|3|3| |5|5|5|6|6|6| |7|7|7|7|7|
-----------------------------------------------
|1|1|1|1|1| |3|3|3|4|4|4| |6|6|6|6|6|7|7|X|7|7|
-----------------------------------------------
| |1|1|1|2|2|2| |4|4|4|4|4|6|6|X|6|6|7|7|7|7|7|
-----------------------------------------------
| | | |2|2|2|2|2|4|4|X|4|4|6|6|6|6|6| |7|7|7| |
-----------------------------------------------
| | | |2|2|X|2|2|4|4|4|4|4| |6|6|6| | | | | | |
-----------------------------------------------

As you can see, this method wastes just one out of every 22 squares.

TERRAIN BONUS #1: LAND BRIDGES
Land bridges are a beautiful terrain feature if you are the first to discover
it, and is not so great if you come late (rhyme!). A Land Bridge is any piece
of terrain set up so that you can completely blockade it with one or two
units; the key is that it is completely blocked, including any diagonal
moves. If you find a land bridge, use whatever units you have to, and block
it then and there. If it is at a border to your Empire, then it will stop
enemy troops from coming in unless they are at war with you. It will also
stop enemy explorers from accessing precious resources in that interior area.
An interesting use of land bridges is when you have them blocked, but
they are nowhere near your civ. By using them to control the flow of enemy
units, you can determine the fate of wars and allow one civ to grow while
another languishes. Say there is a small civ on your border you want to
protect as a buffer, let's say France, and they are at war with another large
civ, say China. If you find a land bridge separating China and France, occupy
it. China will now be forced to fight the war from the sea, neutralizing
their advantage in size. Land bridges are definitely one of the most
effective terrain features when used properly.

TERRAIN BONUS #2: ISTHMUS/CANAL
An isthmus is any feature of land separating two bodies of water. To build a
canal there, it must have at least one point where it is one square wide.
That is, imagine that you had a ship that could move over land; if it could
move from the first body of water into the second in only two moves, you can
build a canal. Now, you ask, I didn't know there was a canal function?!?!
Well there isn't. What you do is you build a city on that one land square.
Ships can enter the city, and will be able to move from one body of water to
the other. While this type of terrain feature is rare, being able to build
such a city is a huge bonus. Your troops and ships will be able to move much
faster since they won't have to go around the land mass, they can go through
it. The best possible application is the Inland Sea. While such a feature is
rare to find on a map, an inland sea gives you great opportunities to have
the sea all to yourself. This is nice for building Coastal wonders without
having to put them in a vulnerable coastal city. NOTE: You can achieve the
same effect by blocking the entire entrance to a sea with ship units and then
just leaving them there, and no enemy units will be able to enter. Of course,
you must control the whole coast of the sea, or they can just build ships
inside it.

SCORE BOOSTING
If you are obsessed with getting the all time high score or just beating your
friend's best effort, there are a number of steps you can take to increase
your score. Remember that the biggest contributors to your score are
territory and happy citizens. Essentially, here's what this means: for
maximum score, big cities are a bad idea. Let's say that you have four luxury
resources. With marketplaces in every city, this will allow you to keep six
citizens in each city happy without any improvements but a marketplace. So
what do you do?
If you're playing a game with an eye toward milking the score, begin
with the "Bullseye" empire strategy mentioned above. Then fill in the empty
space with as many cities as you think reasonable; each city should be able
to support 6 citizens under Despotism. The key is to acquire four luxury
resources, then build marketplace in every city. Once you do this you are
ready for phase two. Sweep almost all the rest of the world away in a war
campaign. As long as you never build aqueduct, your citizenry will stay
happy; feel no need to build any improvements in your cities, just keep
building units. In captured areas, follow the same plan as before: cities
close together, marketplace in each, complete trade network, no aqueduct.
The final phase begins once you have pretty much destroyed all other
civs. Let one civ stay alive, under close watch by your troops. Just let them
keep their capital; we just don't want the game to end. Now, build aqueduct
in all your cities and use workers to irrigate every square that can be
irrigated. All food should be put to use. As to science and taxes, only keep
enough taxes to offset your costs. Science can be shut down completely. The
key is to set the luxury slider as high as is necessary to have every citizen
be happy. When 2050 rolls around, sit back and watch the demographics as you
achieve your Hall of Fame score.

*******************************************************************************
*******************************************************************************




*******************************************************************************
*******************************************************************************
TRIBES OF CIVILIZATION III
*******************************************************************************
*******************************************************************************
Under each tribe heading, you will find numerous pieces of information. Here's
a summary of what each section contains.

TRIBE NAME
The tribe is listed by three names: the name of the people (plural); the name
of the land they inhabit; and the adjective used to describe them.

RULER NAME
This is the default ruler name for the tribe, the default title, and default
gender.

CULTURE GROUP
There are five "culture groups" in the game. Basically, the represent the
general area of origin of the group. The five groups are: Asian, Mid East,
American, European, and Mediterranian. Tribes in the same culture groups
use the same city models on the main map screen, tend to start closer to one
another, and tend to have better relations with one another. Here are all
the tribes divided by culture group:

AMERICAN: Americans, Aztecs, Iroquois
ASIAN: Chinese, Indians, Japanese
EUROPEAN: English, French, Germans, Russians
MEDITERRANIAN: Egyptians, Greeks, Romans
MIDEAST: Babylonians, Persians, Zulus

PERSONALITY
This is in three parts: Favored government; Hated government; and aggression
level, with the levels being Low, Below Average, Average, Above Average, and
High.

UNIQUE COLOR
This is the team's color. Their cities will have this color in the name bar,
and their units will have a ring of this color around them. Also, this color
will indicate their borders on the main and small maps.

BONUSES
There are six bonuses; each Civ has two. The bonuses are very important in
determining what a tribe is like, so I will go into some detail on each one.

Militaristic: Civilizations with this attribute produce more Great Leaders,
and their units promote more easily (Regular to Veteran, Veteran to
Elite, Etc.). They also produce military improvements (Barracks,
Coastal Fortress, etc.) 50% more cheaply than other Civs. The best
aspect of this is the Leader production, which both allows you to
create more armies, and allows you to speed Wonders, which can be a big
help in stealing Wonders from other Civs.

The following Civs have the Militaristic Bonus:
Aztecs
Germans
Japanese
Romans
Zulus

Commercial: Commercial Bonus allows a Civ two financial advantages: first,
it reduces corruption across your empire, though the actual reduction
is fairly low. Second, large cities get a bonus production of commerce.
This to me is the second least effective bonus.

The following Civs have the Commercial Bonus:
British
French
Greeks
Indians
Romans

Religious: Religious tribes can build religion-oriented city improvements,
such as Temple and Cathedral, at half-cost. They also change forms of
government with only one turn of anarchy. The easy government change is
a big plus if you like to change governments a lot, particularly if you
do the Democracy in peace/Despotism in war thing. Personally, I just
try to keep my Democracy stable through the tough times, so Religion is
less of a plus.

The following Civs have the Religious Bonus:
Aztecs
Babylonians
Egyptians
Indians
Iroquois
Japanese

Industrious: Larger cities produce more shield under the Industrious Bonus,
which is a two-edged sword, since your cities will build faster but
will also produce more pollution. Workers also work faster under this
bonus.

The following Civs have the Industrious Bonus:
Americans
Chinese
Egyptians
French
Persians

Scientific: For me this is the best attribute. First, you get a free tech
at the beginning of each of the four Eras. Plus, you can build Library
and University and Research Lab more quickly...not only does this make
your research faster, but it helps increase your culture. These are
great Civs to play with for any type of victory.

The following Civs have the Scientific Bonus:
Babylonians
Chinese
Germans
Greeks
Russians
Persians

Expansionist: Expansionist cultures get a third unit at the beginning of
the game: a Scout, which has a two movement rate. They can also build
more scouts later. This is by far the weakest of the six bonuses.

The following Civs have the Expansionist Bonus:
Americans
British
Iroquois
Russians
Zulus


OPENING TECHS
Each tribe is given two free civilization advances at the start of the game.

UNIQUE UNIT
Each tribe has one unique unit; here, the unit is given with its stats and any
other relevant information. A/D/M is Attack/Defense/Movement. Range is given in
place of Movement for air units.

*******************************************************************************
AMERICANS

Tribe Names: Americans, America, American
Ruler Name: President Lincoln (male)
Culture Group: American
Favored Gov't: Democracy
Hated Gov't: Communism
Aggression Level: Average
Unique Color: Sky Blue
Bonuses: Industrious
Expansionist
Opening Techs: Pottery
Masonry
Unique Unit: F-15 replaces JET FIGHTER
A/D/M: 8/4/6
*******************************************************************************
AZTECS

Tribe Names: Aztecs, Aztecs, Aztec
Ruler Name: Chief Montezuma (male)
Culture Group: American
Favored Gov't: Monarchy
Hated Gov't: Democracy
Aggression Level: Above Average
Unique Color: Forest Green
Bonuses: Militaristic
Religious
Opening Techs: Warrior Code
Ceremonial Burial
Unique Unit: JAGUAR WARRIOR replaces WARRIOR
A/D/M: 1/1/2
*******************************************************************************
BABYLONIANS

Tribe Names: Babylonians, Babylon, Babylonian
Ruler Name: King Hammurabi (male)
Culture Group: Mid East
Favored Gov't: Monarchy
Hated Gov't: Despotism
Aggression Level: Above Average
Unique Color: Dark Blue
Bonuses: Scientific
Religious
Opening Techs: Bronze Working
Ceremonial Burial
Unique Unit: BOWMAN replaces ARCHER
A/D/M: 2/2/1
*******************************************************************************
CHINESE

Tribe Names: Chinese, China, Chinese
Ruler Name: Chairman Mao (male)
Culture Group: Asian
Favored Gov't: Communism
Hated Gov't: Monarchy
Aggression Level: Below Average
Unique Color: Pink (maybe Salmon)
Bonuses: Militaristic
Industrious
Opening Techs: Warrior Code
Masonry
Unique Unit: RIDER replaces KNIGHT
A/D/M: 4/3/3
*******************************************************************************
EGYPTIANS

Tribe Names: Egyptians, Egypt, Egyptian
Ruler Name: Queen Cleopatra (female)
Culture Group: Mediterranean
Favored Gov't: Monarchy
Hated Gov't: Republic
Aggression Level: Average
Unique Color: Yellow
Bonuses: Industrial
Religious
Opening Techs: Ceremonial Burial
Masonry
Unique Unit: WAR CHARIOT replaces CHARIOT
A/D/M: 2/1/2
*******************************************************************************
ENGLISH

Tribe Names: English, England, English
Ruler Name: Queen Elizabeth (female)
Culture Group: European
Favored Gov't: Democracy
Hated Gov't: Despotism
Aggression Level: Average
Unique Color: Orange
Bonuses: Expansionist
Commercial
Opening Techs: Alphabet
Pottery
Unique Unit: MAN O WAR replaces FRIGATE
A/D/M: 3/2/4
*******************************************************************************
FRENCH

Tribe Names: French, France, French
Ruler Name: Saint Joan d'Arc (female)
Culture Group: European
Favored Gov't: Republic
Hated Gov't: Monarchy
Aggression Level: Low
Unique Color: Pink (Darker Pink than China)
Bonuses: Industrious
Commercial
Opening Techs: Alphabet
Masonry
Unique Unit: MUSKETEER replaces MUSKETMAN
A/D/M: 3/4/1
*******************************************************************************
GERMANS

Tribe Names: Germans, Germany, Germans
Ruler Name: Chancellor Bismark (male)
Culture Group: European
Favored Gov't: Republic
Hated Gov't: Communism
Aggression Level: High
Unique Color: Light Blue
Bonuses: Militaristic
Scientific
Opening Techs: Warrior Code
Bronze Working
Unique Unit: PANZER replaces TANK
A/D/M: 16/8/3
*******************************************************************************
GREEKS

Tribe Names: Greeks, Greece, Greek
Ruler Name: King Alexander (male)
Culture Group: Mediterranean
Favored Gov't: Democracy
Hated Gov't: Despotism
Aggression Level: Average
Unique Color: Lime Green
Bonuses: Scientific
Commercial
Opening Techs: Alphabet
Bronze Working
Unique Unit: HOPLITE replaces SPEARMAN
A/D/M: 1/3/1
*******************************************************************************
INDIANS

Tribe Names: Indians, India, Indian
Ruler Name: Mahatma Gandhi (male)
Culture Group: Asian
Favored Gov't: Democracy
Hated Gov't: Despotism
Aggression Level: Low
Unique Color: Gray
Bonuses: Religious
Commercial
Opening Techs: Alphabet
Ceremonial Burial
Unique Unit: WAR ELEPHANT replaces KNIGHT
A/D/M: 4/3/2
*******************************************************************************
IROQUOIS

Tribe Names: Iroquois, Iroquois, Iroquois
Ruler Name: Chief Hiawatha
Culture Group: American
Favored Gov't: Communism
Hated Gov't: Monarchy
Aggression Level: Below Average
Unique Color: Purple
Bonuses: Expansionist
Religious
Opening Techs: Pottery
Ceremonial Burial
Unique Unit: MOUNTED WARRIOR replaces HORSEMAN
A/D/M: 3/1/2
*******************************************************************************
JAPANESE

Tribe Names: Japanese, Japan, Japanese
Ruler Name: Shogun Tokugawa (male)
Culture Group: Asian
Favored Gov't: Monarchy
Hated Gov't: Republic
Aggression Level: Above Average
Unique Color: Brick Red
Bonuses: Militaristic
Religious
Opening Techs: The Wheel
Ceremonial Burial
Unique Unit: SAMURAI replaces KNIGHT
A/D/M: 4/4/2
*******************************************************************************
PERSIANS

Tribe Names: Persians, Persia, Persian
Ruler Name: Emperor Xerxes (male)
Culture Group: Mid East
Favored Gov't: Monarchy
Hated Gov't: Democracy
Aggression Level: Above Average
Unique Color: Teal
Bonuses: Industrious
Scientific
Opening Techs: Bronze Working
Masonry
Unique Unit: IMMORTALS replaces SWORDSMAN
A/D/M: 4/2/1
*******************************************************************************
ROMANS

Tribe Names: Romans, Rome, Roman
Ruler Name: Emperor Caesar (male)
Culture Group: Mediterranean
Favored Gov't: Republic
Hated Gov't: Communism
Aggression Level: Above Average
Unique Color: Red
Bonuses: Militaristic
Commercial
Opening Techs: Warrior Code
Alphabet
Unique Unit: LEGIONARY replaces SWORDSMAN
A/D/M: 3/3/1
*******************************************************************************
RUSSIANS

Tribe Names: Russians, Russia, Russian
Ruler Name: Czarina Catherine (female)
Culture Group: European
Favored Gov't: Communism
Hated Gov't: Democracy
Aggression Level: Above Average
Unique Color: Brown
Bonuses: Expansionist
Scientific
Opening Techs: Pottery
Bronze Working
Unique Unit: COSSACK replaces CAVALRY
A/D/M: 6/4/3
*******************************************************************************
ZULUS

Tribe Names: Zulus, Zululand, Zulu
Ruler Name: Chief Shaka (male)
Culture Group: Mid East
Favored Gov't: Despotism
Hated Gov't: Democracy
Aggression Level: High
Unique Color: Black
Bonuses: Militaristic
Expansionist
Opening Techs: Warrior Code
Pottery
Unique Unit: IMPI replaces SPEARMAN
A/D/M: 1/2/2
*******************************************************************************



*******************************************************************************
*******************************************************************************
UNITS OF CIVILIZATION III
*******************************************************************************
*******************************************************************************
LEGEND

NAME: Pretty self-explanitory.

PRE-REQUISITE: Technology needed to build.

RESOURCES: Strategic Resources, it any, needed to build this unit.

COST: Cost in shields (cost in population).

ATTACK (A): Unit's attack strength.
DEFENSE (D): Unit's defense strength.
MOVEMENT (M): Standard moves per turn. For air units, the operational range is
given instead.

BOMBARD: Strength (Range) (Rate of Fire).

UPGRADES TO: What the unit upgrades to.

ABILITIES: All special abilities.

The regular units are listed alphabetically from AEGIS Cruiser to Worker. Then,
the sixteen civilization-unique units are listed, alphabetically by civ, from
the Americans' F-15 Fighter to the Zulus Impi. For these units, two extra
pieces of info are listed. In parantheses next to the unit's name is the civ
that can build the unit. Below this is the name of the regular unit that this
special unit takes the place of. For instance, the Russians can build the
Cossack, and Cossack takes the place of Cavalry. This means that the regular
Cavalry unit will not show up in the Russians' build list; only Cossack will
show up.

*******************************************************************************
AEGIS CRUISER
Prerequisite: Robotics
Resources: Aluminum, Uranium
Cost: 160 shields
A/D/M: 12/10/5
Bombard: 4 (2) (2)
Abilities: Radar
Can See Submarines
Ranged Attack Animation
*******************************************************************************
ARCHER
Prerequisite: Warrior Code
Resources: None
Cost: 20 shields
A/D/M: 2/1/1
Upgrades To: Longbowman
Abilities: Foot Soldier
Ranged Attack Animation
*******************************************************************************
ARMY
Prerequisite: None
Resources: None
Cost: 40 shields
A/D/M: */*/1
Transport: 3 units (4 with Pentagon)
Abilities: Army
*******************************************************************************
ARTILLERY
Prerequisite: Replaceable Parts
Resources: None
Cost: 80 shields
A/D/M: 0/0/1
Bombard: 12 (2) (2)
Upgrades From: Cannon
Upgrades To: Radar Artillery
*******************************************************************************
BATTLESHIP
Prerequisite: Mass Production
Resources: Oil
Cost: 200 shields
A/D/M: 18/12/5
Bombard: 8 (2) (2)
Abilities: Ranged Attack Animation
Turn To Attack
*******************************************************************************
BOMBER
Prerequisite: Flight
Resources: Oil
Cost: 100 shields
A/D/M: 0/2/6
Bombard: 8 (0) (3)
Abilities: Immobile
*******************************************************************************
CANNON
Prerequisite: Metallurgy
Resources: Iron; Saltpeter
Cost: 40 shields
A/D/M: 0/0/1
Bombard: 8 (1) (1)
Upgrades From: Catapult
Upgrades To: Artillery
Abilities: Wheeled
*******************************************************************************
CARAVEL
Prerequisite: Astronomy
Resources: None
Cost: 40 shields
A/D/M: 1/2/3
Transport: 3 units
Upgrades From: Galley
Upgrades To: Galleon
Abilities: Sink In Ocean
Ranged Attack Animation
Turn To Attack
*******************************************************************************
CARRIER
Prerequisite: Mass Production
Resources: Oil
Cost: 180 shields
A/D/M: 1/8/4
Transport: 4 units
Abilities: Radar
Aircraft Carrier
Ranged Attack Animation
*******************************************************************************
CATAPULT
Prerequisite: Mathematics
Resources: None
Cost: 20 shields
A/D/M: 0/0/1
Bombard: 4 (1) (1)
Upgrades To: Cannon
Abilities: Wheeled
*******************************************************************************
CAVALRY
Prerequisite: Military Tradition
Resources: Horses; Saltpeter
Cost: 80 shields
A/D/M: 6/3/3
Upgrades From: Knight
Abilities: Mounted
*******************************************************************************
CHARIOT
Prerequisite: The Wheel
Resources: Horses
Cost: 20 shields
A/D/M: 1/1/2
Upgrades To: Horseman
Abilities: Wheeled
*******************************************************************************
CRUISE MISSILE
Prerequisite: Rocketry
Resources: Aluminum
Cost: 60 shields
A/D/M: 0/0/1
Bombard: 16 (2) (3)
Abilities: Cruise Missile
*******************************************************************************
DESTROYER
Prerequisite: Combustion
Resources: Oil
Cost: 120 shields
A/D/M: 12/8/5
Bombard: 6 (1) (2)
Abilities: Ranged Attack Animation
*******************************************************************************
EXPLORER
Prerequisite: Navigation
Resources: None
Cost: 20 shields
A/D/M: 0/0/2
Upgrades From: Scout
Abilities: All Terrain As Roads
*******************************************************************************
FIGHTER
Prerequisite: Flight
Resources: Oil
Cost: 80 shields
A/D/M: 4/2/1
Bombard: 2 (0) (1)
Upgrades To: Jet Fighter
Abilities: Immobile
*******************************************************************************
FRIGATE
Prerequisite: Magnetism
Resources: Iron; Saltpeter
Cost: 60 shields
A/D/M: 2/2/4
Bombard: 2 (1) (2)
Abilities: Ranged Attack Animation
Turn To Attack
*******************************************************************************
GALLEON
Prerequisite: Magnetism
Resources: None
Cost: 60 shields
A/D/M: 1/2/4
Transport: 4 units
Upgrades From: Caravel
Upgrades To: Transport
Abilities: Ranged Attack Animation
Turn To Attack
*******************************************************************************
GALLEY
Prerequisite: Map Making
Resources: None
Cost: 30 shields
A/D/M: 1/1/3
Transport: 2 units
Upgrades To: Caravel
Abilities: Sink In Sea
Sink In Ocean
Ranged Attack Animation
Turn To Attack
*******************************************************************************
HELICOPTER
Prerequisite: Advanced Flight
Resources: Oil; Rubber
Cost: 80 shields
A/D/M: 0/2/4
Transport: 1 unit
Abilities: Immobile
Carry Foot Units Only
*******************************************************************************
HORSEMAN
Prerequisite: Horseback Riding
Resources: Horses
Cost: 30 shields
A/D/M: 2/1/2
Upgrades From: Chariot
Upgrades To: Knight
Abilities: Mounted
*******************************************************************************
ICBM
Prerequisite: Satellites
Resources: Aluminum; Uranium
Cost: 600 shields
A/D/M: 0/0/1
Abilities: Immobile
Nuclear Weapon
ICBM
*******************************************************************************
INFANTRY
Prerequisite: Replaceable Parts
Resources: Rubber
Cost: 90 shields
A/D/M: 6/10/1
Upgrades From: Rifleman
Upgrades To: Mech Infantry
Abilities: Foot Soldier
Draft
Ranged Attack Animation
*******************************************************************************
IRONCLAD
Prerequisite: Steam Power
Resources: Iron; Coal
Cost: 80 shields
A/D/M: 4/4/4
Bombard: 4 (1) (2)
Abilities: Ranged Attack Animation
*******************************************************************************
JET FIGHTER
Prerequisite: Rocketry
Resources: Oil; Aluminum
Cost: 100 shields
A/D/M: 8/4/6
Bombard: 2 (0) (1)
Upgrades From: Fighter
Abilities: Immobile
*******************************************************************************
KNIGHT
Prerequisite: Chivalry
Resources: Horses; Iron
Cost: 70 shields
A/D/M: 4/3/2
Upgrades From: Horseman
Upgrades To: Cavalry
Abilities: Mounted
*******************************************************************************
LEADER
Prerequisite: None
Resources: None
Cost: NA
A/D/M: 0/0/3
Abilities: Leader
*******************************************************************************
LONGBOWMAN
Prerequisite: Invention
Resources: None
Cost: 40 shields
A/D/M: 4/1/1
Upgrades From: Archer
Abilities: Foot Soldier
Ranged Attack Animation
*******************************************************************************
MARINE
Prerequisite: Amphibious War
Resources: Rubber
Cost: 100 shields
A/D/M: 8/6/1
Abilities: Foot Soldier
Amphibious Unit
Ranged Attack Animation
*******************************************************************************
MECH INFANTRY
Prerequisite: Computers
Resources: Oil; Rubber
Cost: 110 shields
A/D/M: 12/18/2
Upgrades From: Infantry
Abilities: Draft
Ranged Attack Animation
*******************************************************************************
MODERN ARMOR
Prerequisite: Synthetic Fibers
Resources: Oil; Rubber; Aluminum
Cost: 120 shields
A/D/M: 24/16/3
Upgrades From: Tank
Abilities: Blitz
Ranged Attack Animation
*******************************************************************************
MUSKETMAN
Prerequisite: Gunpowder
Resources: Saltpeter
Cost: 60 shields
A/D/M: 2/4/1
Upgrades From: Pikeman
Upgrades To: Rifleman
Abilities: Foot Soldier
Draft
Ranged Attack Animation
*******************************************************************************
NUCLEAR SUBMARINE
Prerequisite: Fission
Resources: Uranium
Cost: 120 shields
A/D/M: 6/4/3
Transport: 1 unit
Abilities: Submarine
Can See Submarines
Can Carry Tactical Missiles
Ranged Attack Animation
*******************************************************************************
PARATROOPER
Prerequisite: Advanced Flight
Resources: Oil; Rubber
Cost: 100 shields
A/D/M: 6/8/1 (operational range=4)
Abilities: Foot Soldier
Ranged Attack Animation
*******************************************************************************
PIKEMAN
Prerequisite: Feudalism
Resources: Iron
Cost: 30 shields
A/D/M: 1/3/1
Upgrades From: Spearman
Upgrades To: Musketman
Abilities: Foot Soldier
Draft
*******************************************************************************
RADAR ARTILLERY
Prerequisite: Robotics
Resources: Aluminum
Cost: 120 shields
A/D/M: 0/0/1
Bombard: 16 (2) (2)
Upgrades From: Artillery
Abilities: Radar
Turn To Attack
*******************************************************************************
RIFLEMAN
Prerequisite: Nationalism
Resources: None
Cost: 80 shields
A/D/M: 4/6/1
Upgrades From: Musketman
Upgrades To: Infantry
Abilities: Foot Soldier
Draft
Ranged Attack Animation
*******************************************************************************
SCOUT (Available to Expansionist Civs only)
Prerequisite: None
Resources: None
Cost: 10 shields
A/D/M: 0/0/2
Upgrades To: Explorer
Abilities: None
*******************************************************************************
SETTLER
Prerequisite: None
Resources: None
Cost: 30 shields; 2 population
A/D/M: 0/0/1
Abilities: None
*******************************************************************************
SPEARMAN
Prerequisite: Bronze Working
Resources: None
Cost: 20 shields
A/D/M: 1/2/1
Upgrades To: Pikemen
Abilities: Foot Soldier
Draft
*******************************************************************************
STEALTH BOMBER
Prerequisite: Stealth
Resources: Oil; Aluminum
Cost: 240 shields
A/D/M: 0/0/8
Bombard: 8 (0) (3)
Abilities: Immobile
Stealth
*******************************************************************************
STEALTH FIGHTER
Prerequisite: Stealth
Resources: Oil; Aluminum
Cost: 120 shields
A/D/M: 0/0/6
Bombard: 4 (0) (2)
Abilities: Immobile
Stealth
*******************************************************************************
SUBMARINE
Prerequisite: Mass Production
Resources: Oil
Cost: 100 shields
A/D/M: 6/4/3
Abilities: Submarine
Can See Submarines
Ranged Attack Animation
*******************************************************************************
SWORDSMAN
Prerequisite: Iron Working
Resources: Iron
Cost: 30 shields
A/D/M: 3/2/1
Upgrades From: Warrior
Abilities: Foot Soldier
*******************************************************************************
TACTICAL NUKE
Prerequisite: Space Flight
Resources: Aluminum; Uranium
Cost: 300 shields
A/D/M: 0/0/1
Bombard: 0 (6) (0)
Abilities: Nuclear Weapon
Tactical Missile
*******************************************************************************
TANK
Prerequisite: Motorized Transportation
Resources: Oil; Rubber
Class: Land
Cost: 100 shields
A/D/M: 16/8/2
Upgrades To: Modern Armor
Abilities: Blitz
Ranged Attack Animation
*******************************************************************************
TRANSPORT
Prerequisite: Combustion
Resources: Oil
Cost: 100 shields
A/D/M: 1/4/5
Transport: 8 units
Upgrades From: Galleon
Abilities: Ranged Attack Animation
*******************************************************************************
WARRIOR
Prerequisite: None
Resources: None
Cost: 10 shields
A/D/M: 1/1/1
Upgrades To: Swordsman
Abilities: Foot Soldier
*******************************************************************************
WORKER
Prerequisite: None
Resources: None
Cost: 10 shields; 1 population
A/D/M: 0/0/1
Abilities: None
*******************************************************************************
F-15 FIGHTER (Americans)
Replaces: Jet Fighter
Prerequisite: Rocketry
Resources: Oil; Aluminum
Cost: 100 shields
A/D/M: 8/4/6
Bombard: 4 (0) (2)
Abilities: Immobile
Starts Golden Age
*******************************************************************************
JAGUAR WARRIOR (Aztecs)
Replaces: Warrior
Prerequisite: None
Resources: None
Cost: 10 shields
A/D/M: 1/1/2
Upgrades To: Swordsman
Abilities: Foot Soldier
Starts Golden Age
*******************************************************************************
BOWMAN (Babylonians)
Replaces: Archer
Prerequisite: Warrior Code
Resources: None
Cost: 20 shields
A/D/M: 2/2/1
Upgrades To: Longbowman
Abilities: Foot Soldier
Starts Golden Age
Ranged Attack Animation
*******************************************************************************
RIDER (Chinese)
Replaces: Knight
Prerequisite: Chivalry
Resources: Horses; Iron
Cost: 70 shields
A/D/M: 4/3/3
Upgrades To: Cavalry
Abilities: Mounted
Starts Golden Age
*******************************************************************************
WAR CHARIOT (Egyptians)
Replaces: Chariot
Prerequisite: The Wheel
Resources: Horses
Cost: 20 shields
A/D/M: 2/1/2
Upgrades To: Knight
Abilities: Wheeled
Starts Golden Age
Ranged Attack Animation
*******************************************************************************
MAN O WAR (English)
Replaces: Frigate
Prerequisite: Magnetism
Resources: Iron; Saltpeter
Cost: 60 shields
A/D/M: 3/2/4
Bombard: 3 (1) (2)
Abilities: Starts Golden Age
Ranged Attack Animation
Turn To Attack
*******************************************************************************
MUSKETEER (French)
Replaces: Musketman
Prerequisite: Gunpowder
Resources: Saltpeter
Cost: 60 shields
A/D/M: 3/4/1
Upgrades To: Rifleman
Abilities: Foot Soldier
Starts Golden Age
Ranged Attack Animation
*******************************************************************************
PANZER (Germans)
Replaces: Tank
Prerequisite: Motorized Transportation
Resources: Oil; Rubber
Cost: 100 shields
A/D/M: 16/8/3
Upgrades To: Modern Armor
Abilities: Blitz
Starts Golden Age
Ranged Attack Animation
*******************************************************************************
HOPLITE (Greeks)
Replaces: Spearman
Prerequisite: Bronze Working
Resources: None
Cost: 20 shields
A/D/M: 1/3/1
Upgrades To: Musketman
Abilities: Foot Soldier
Starts Golden Age
*******************************************************************************
WAR ELEPHANT (Indians)
Replaces: Knight
Prerequisite: Chivalry
Resources: None
Cost: 70 shields
A/D/M: 4/3/2
Upgrades To: Cavalry
Abilities: Mounted
Starts Golden Age
*******************************************************************************
MOUNTED WARRIOR (Iroquois)
Replaces: Horseman
Prerequisite: Horseback Riding
Resources: Horses
Cost: 30 shields
A/D/M: 3/1/2
Upgrades To: Knight
Abilities: Mounted
Starts Golden Age
Ranged Attack Animation
*******************************************************************************
SAMURAI (Japanese)
Replaces: Knight
Prerequisite: Chivalry
Resources: Iron
Cost: 70 shields
A/D/M: 4/4/2
Upgrades To: Cavalry
Abilities: Foot Soldier
Starts Golden Age
*******************************************************************************
IMMORTALS (Persians)
Replaces: Swordsman
Prerequisite: Iron Working
Resources: Iron
Cost: 30 shields
A/D/M: 4/2/1
Abilities: Foot Soldier
Starts Golden Age
*******************************************************************************
LEGIONARY (Romans)
Replaces: Swordsman
Prerequisite: Iron Working
Resources: Iron
Cost: 30 shields
A/D/M: 3/3/1
Abilities: Foot Soldier
Starts Golden Age
*******************************************************************************
COSSACK (Russians)
Replaces: Cavalry
Prerequisite: Military Tradition
Resources: Horses; Saltpeter
Cost: 80 shields
A/D/M: 6/4/3
Abilities: Mounted
Starts Golden Age
Ranged Attack Animation
*******************************************************************************
IMPI (Zulus)
Replaces: Spearman
Prerequisite: Bronze Working
Resources: None
Cost: 20 shields
A/D/M: 1/2/2
Abilities: Foot Soldier
Starts Golden Age
*******************************************************************************







*******************************************************************************
*******************************************************************************
IMPROVEMENTS OF CIVILIZATION III
*******************************************************************************
*******************************************************************************
LEGEND

NAME
The name of the city improvement.

PREREQUISITES
Most structures require only a certain tech to be built. Some, however, also
require that the city already contain a certain other building. It is noted
whether the prerequisite is a civilization advance, or a city improvement.

RESOURCES
Strategic resources the city must have to build this structure.

COST
The cost, in shields, to build this improvement.

MAINTENANCE
The cost per turn, in gold, to maintain this structure.

PRODUCTION
Shields produced per turn.

POLLUTION
Pollution produced per turn.

HAPPY FACES
Number of happy faces it produces for that city.

CULTURE
Culture points accumulated per turn.

DEFENSIVE VALUES
Only present for some improvements. The possible Defense values are for:
Bombard Defense--defense against land bombardment
Defense Bonus--percent defensive bonus to garrisoned units
Naval Power--Power with which the improvement attacks passing enemy naval units
Naval Bombard Defense--defense against bombardment from the sea
Air Power--Power with which this improvement attacks passing enemy air units

FLAGS
Any special notes, effects, or chacteristics.

All improvements are arranged alphabetically, except for the special ones.
Those are listed alphabetically by themselves, after all others have been
listed.

*******************************************************************************
AIRPORT
Prerequisites: Flight (Advance)
Cost: 160 Maintenance: 2
Production: 0 Pollution: 1
Flags: Militaristic
Commercial
Veteran Air Units
Allows Air Trade
*******************************************************************************
AQUEDUCT
Prerequisites: Construction (Advance)
Cost: 100 Maintenance: 1
Flags: Allows City Size Level 2
*******************************************************************************
BANK
Prerequisites: Banking (Advance)
Marketplace (Improvement)
Cost: 120 Maintenance: 1
Flags: Commercial
+50% Tax Output
*******************************************************************************
BARRACKS
Cost: 40 Maintenance: 1
Flags: Militaristic
Veteran Ground Units
*******************************************************************************
CATHEDRAL
Prerequisites: Monotheism (Advance)
Temple (Improvement)
Cost: 140 Maintenance: 2
Happy Faces: 3 Culture: 3
Flags: Religious
*******************************************************************************
COAL PLANT
Prerequisites: Industrialization (Advance)
Factory (Improvement)
Resources: Coal
Cost: 160 Maintenance: 3
Production: 2 Pollution: 2
Flags: Replaces All Improvements With This Flag Checked
*******************************************************************************
COASTAL FORTRESS
Prerequisites: Metallurgy (Advance)
Resources: Iron; Saltpeter
Cost: 60 Maintenance: 1
Flags: Militatistic
Coastal Installation
*******************************************************************************
COLOSSEUM
Prerequisites: Construction (Advance)
Cost: 120 Maintenance: 2
Happy Faces: 2 Culture: 2
Flags: None
*******************************************************************************
COURTHOUSE
Prerequisites: Code of Laws (Advance)
Cost: 80 Maintenance: 1
Flags: Resistant to Propaganda
Reduces Corruption
*******************************************************************************
FACTORY
Prerequisites: Industrialization (Advance)
Resources: Iron
Cost: 200 Maintenance: 3
Production: 2 Pollution: 2
*******************************************************************************
GRANARY
Prerequisites: Pottery (Advance)
Cost: 60 Maintenance: 1
Flags: Doubles City Growth Rate
*******************************************************************************
HARBOR
Prerequisites: Map Making (Advance)
Resources: None
Cost: 80 Maintenance: 1
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 0
Flags: Militaristic
Commercial
Coastal Installation
Veteran Sea Units
Allows Water Trade
Increases Food in Water
*******************************************************************************
HOSPITAL
Prerequisites: Sanitation (Advance)
Resources: None
Cost: 120 Maintenance: 2
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 0
Flags: Allows City Size Level 3
*******************************************************************************
HYDRO PLANT
Prerequisites: Electronics (Advance)
Factory (Improvement)
Resources: None
Cost: 240 Maintenance: 3
Production: 2 Pollution: 0
Happy Faces: 0 Culture: 0
Flags: Must Be Near A River
Replaces All Improvements With This Flag Checked
*******************************************************************************
LIBRARY
Prerequisites: Literature (Advance)
Resources: None
Cost: 80 Maintenance: 1
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 3
Flags: Scientific
+50% Research Output
*******************************************************************************
MANUFACTURING PLANT
Prerequisites: Robotics (Advance)
Factory (Improvement)
Resources: None
Cost: 320 Maintenance: 3
Production: 2 Pollution: 2
Happy Faces: 0 Culture: 0
Flags: None
*******************************************************************************
MARKETPLACE
Prerequisites: Currency (Advance)
Resources: None
Cost: 80 Maintenance: 1
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 0
Flags: Commercial
+50% Tax Output
Increases Luxury Trade
*******************************************************************************
MASS TRANSIT SYSTEM
Prerequisites: Ecology (Advance)
Resources: Rubber
Cost: 160 Maintenance: 2
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 0
Flags: Removes Population Pollution
*******************************************************************************
NUCLEAR PLANT
Prerequisites: Nuclear Power (Advance)
Factory (Improvement)
Resources: Uranium
Cost: 160 Maintenance: 4
Production: 4 Pollution: 0
Happy Faces: 0 Culture: 0
Flags: Must Be Near Water
Can Explode or Meltdown
Reduces All Improvements With This Flag Checked
*******************************************************************************
OFFSHORE PLATFORM
Prerequisites: Miniaturization (Advance)
Resources: None
Cost: 160 Maintenance: 3
Production: 0 Pollution: 2
Happy Faces: 0 Culture: 0
Flags: Coastal Installation
Increases Shields in Water
*******************************************************************************
PALACE
Prerequisites: Masonry (Advance)
Resources: None
Cost: 400 Maintenance: 0
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 1
Flags: Center of Empire
*******************************************************************************
POLICE STATION
Prerequisites: Communism (Advance)
Resources: None
Cost: 100 Maintenance: 1
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 0
Flags: Reduces War Weariness
*******************************************************************************
RECYCLING CENTER
Prerequisites: Recycling (Advance)
Resources: None
Cost: 200 Maintenance: 2
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 0
Flags: Reduces Building Pollution
*******************************************************************************
RESEARCH LAB
Prerequisites: Computers (Advance)
University (Improvement)
Resources: None
Cost: 160 Maintenance: 2
Production: 0 Pollution: 1
Happy Faces: 0 Culture: 2
Flags: Scientific
+50% Research Output
*******************************************************************************
SAM MISSILE BATTERY
Prerequisites: Rocketry (Advance)
Resources: Aluminum
Cost: 80 Maintenance: 2
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 0
Air Power: 8
Flags: Militaristic
*******************************************************************************
SOLAR PLANT
Prerequisites: Ecology (Advance)
Resources: Aluminum
Cost: 320 Maintenance: 3
Production: 2 Pollution: 0
Happy Faces: 0 Culture: 0
Flags: Replaces All Improvements With This Flag Checked
*******************************************************************************
TEMPLE
Prerequisites: Ceremonial Burial (Advance)
Resources: None
Cost: 60 Maintenance: 1
Production: 0 Pollution: 0
Happy Faces: 1 Culture: 2
Flags: Religious
*******************************************************************************
UNIVERSITY
Prerequisites: Education (Advance)
Library (Improvement)
Resources: None
Cost: 160 Maintenance: 2
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 4
Flags: Scientific
+50% Research Output
*******************************************************************************
WALLS
Prerequisites: Masonry (Advance)
Resources: None
Cost: 20 Maintenance: 0
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 0
Bombard Defense: 8
Defense Bonus: 50
Flags: Militaristic
*******************************************************************************
SS COCKPIT
Prerequisites: Space Flight (Advance)
Resources: Aluminum
Cost: 320 Maintenance: 0
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 0
Flags: None
*******************************************************************************
SS DOCKING BAY
Prerequisites: Space Flight (Advance)
Resources: Aluminum
Cost: 160 Maintenance: 0
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 0
Flags: None
*******************************************************************************
SS ENGINE
Prerequisites: Space Flight (Advance)
Resources: Aluminum
Cost: 640 Maintenance: 0
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 0
Flags: None
*******************************************************************************
SS EXTERIOR CASING
Prerequisites: Synthetic Fibers (Advance)
Resources: Aluminum; Rubber
Cost: 640 Maintenance: 0
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 0
Flags: None
*******************************************************************************
SS FUEL CELLS
Prerequisites: Superconductor (Advance)
Resources: Uranium
Cost: 160 Maintenance: 0
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 0
Flags: None
*******************************************************************************
SS LIFE SUPPORT SYSTEM
Prerequisites: Superconductor (Advance)
Resources: Aluminum
Cost: 320 Maintenance: 0
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 0
Flags: None
*******************************************************************************
SS PLANETARY PARTY LOUNGE
Prerequisites: The Laser (Advance)
Resources: Aluminum
Cost: 160 Maintenance: 0
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 0
Flags: None
*******************************************************************************
SS STASIS CHAMBER
Prerequisites: Synthetic Fibers (Advance)
Resources: Aluminum
Cost: 320 Maintenance: 0
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 0
Flags: None
*******************************************************************************
SS STORAGE/SUPPLY
Prerequisites: Synthetic Fibers (Advance)
Resources: Aluminum
Cost: 160 Maintenance: 0
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 0
Flags: None
*******************************************************************************
SS THRUSTERS
Prerequisites: Satellites (Advance)
Resources: Aluminum
Cost: 320 Maintenance: 0
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 0
Flags: None
*******************************************************************************
WEALTH
Prerequisites: None
Resources: None
Cost: 0 Maintenance: 0
Production: 0 Pollution: 0
Happy Faces: 0 Culture: 0
Flags: Capitalization
*******************************************************************************







*******************************************************************************
*******************************************************************************
WONDERS OF CIVILIZATION III
*******************************************************************************
*******************************************************************************
LEGEND

NAME
Name of wonder.

PREREQUITISTE
There can be a prerequisite Civilization Advance, which will be noted, or a set
number of a certain structure that your civilization must have built. In this
case, the name of the structure and the number needed will be noted. Other
requirements will be noted here as well.

OBSOLESCENCE
Advance which makes this wonder obsolete.

RESOURCES
Any resources needed will be noted.

COST
Cost, in shields, to build the wonder.

POLLUTION
Some wonders produce pollution.

CULTURE
Culture points accumulated per turn.

PRODUCTION
Shields per turn added to the city's production.

CHARACTERISTICS
The types of civilization attribute that are associated with this wonder.

EFFECTS
The effects of the wonder; there are a wide variety; they may be local, limited
to a continent, or civilization wide.

The Great Wonders are listed first in alphabetical order, from Colossus to
Universal Suffrage. Then the small wonders are listed alphabetically, beginning
with Apollo Program.

*******************************************************************************
THE COLOSSUS
Prerequisite: Bronze Working (Advance)
Obsolescence: Flight
Cost: 200
Culture: 3
Characteristic: Expansionist
Religious
Commercial
Coastal Installation
Effects: +1 Trade in each Trade-Producing Tile
*******************************************************************************
COPERNICUS'S OBSERVATORY
Prerequisite: Astronomy
Cost: 400
Culture: 4
Characteristic: Expansionist
Effects: Doubles Research Output
*******************************************************************************
CURE FOR CANCER
Prerequisite: Genetics
Cost: 1000
Culture: 4
Characteristic: Scientific
Effects: 1 Happy Face In Every City
*******************************************************************************
THE GREAT LIBRARY
Prerequisite: Literature
Obsolescence: Education
Cost: 400
Culture: 6
Characteristic: Scientific
Effects: Gain Any Advance Owned By 2 Civs
*******************************************************************************
THE GREAT LIGHTHOUSE
Prerequisite: Map Making
Obsolescence: Magnetism
Cost: 400
Culture: 2
Characteristic: Expansionist
Commercial
Coastal Installation
Effects: Safe Sea/Ocean Travel
+1 Ship Movement
*******************************************************************************
THE GREAT WALL
Prerequisite: Construction
Obsolescence: Metallurgy
Cost: 200
Culture: 2
Characteristic: Militaristic
Industrious
Effects: Double Combat Strength vs. Barbarians
Doubles City Defenses
*******************************************************************************
THE HANGING GARDENS
Prerequisite: Monarchy
Obsolescence: Steam Power
Cost: 300
Culture: 4
Characteristic: Industrious
Effects: 3 Happy Faces In City
1 Happy Face In All Cities
*******************************************************************************
HOOVER DAM
Prerequisite: Electronics
Must Be Near A River
Cost: 800
Culture: 3
Characteristic: Industrious
Effects: Gain In Every City On Continent: Hydro Plant
*******************************************************************************
JS BACH'S CATHEDRAL
Prerequisite: Music Theory
Cost: 600
Culture: 5
Characteristic: Religious
Effects: 2 Happy Faces In All Cities On Continent
*******************************************************************************
LEONARDO'S WORKSHOP
Prerequisite: Invention
Cost: 600
Culture: 2
Characteristic: Militaristic
Effects: Halves Unit Upgrade Cost
*******************************************************************************
LONGEVITY
Prerequisite: Genetics
Cost: 1000
Culture: 3
Characteristic: Scientific
Effects: City Growth Causes +2 Citizens (Instead of +1)
*******************************************************************************
MAGELLAN'S VOYAGE
Prerequisite: Navigation
Cost: 400
Culture: 3
Characteristic: Expansionist
Commercial
Coastal Installation
Effects: +1 Ship Movement
*******************************************************************************
THE MANHATTAN PROJECT
Prerequisite: Fission
Resources: Uranium
Cost: 800
Culture: 2
Characteristic: Militaristic
Industrious
Effects: Allows ALL Civs To Build Nuclear Devices
*******************************************************************************
NEWTON'S UNIVERSITY
Prerequisite: Theory of Gravity
Cost: 400
Culture: 6
Characteristic: Scientific
Effects: Doubles Research Output
*******************************************************************************
THE ORACLE
Prerequisite: Mysticism
Obsolescence: Theology
Cost: 300
Culture: 4
Characteristic: Religious
Effects: Doubles Happiness of: Temple
*******************************************************************************
THE PYRAMIDS
Prerequisite: Masonry
Cost: 400
Culture: 4
Characteristic: Religious
Industrious
Effects: Gain in Every City on Continent: Granary
*******************************************************************************
SETI PROGRAM
Prerequisite: Computers
Cost: 1000
Culture: 3
Characteristic: Expansionist
Effects: Doubles Research Output
*******************************************************************************
SHAKESPEARE'S THEATER
Prerequisite: Free Artistry
Cost: 400
Culture: 6
Effects: 8 Happy Faces In City
*******************************************************************************
SISTINE CHAPEL
Prerequisite: Theology
Cost: 600
Culture: 6
Characteristic: Religious
Effects: Doubles Happiness of: Cathedral
*******************************************************************************
SMITH'S TRADING COMPANY
Prerequisite: Economics
Cost: 600
Culture: 3
Characteristic: Commercial
Effects: Pays Maintenance For Trade Installations
*******************************************************************************
THEORY OF EVOLUTION
Prerequisite: Scientific Method
Cost: 600
Culture: 3
Characteristic: Scientific
Effects: 2 Free Civilization Advances are immediately granted
*******************************************************************************
THE UNITED NATIONS
Prerequisite: Fission
Cost: 1000
Culture: 4
Characteristic: Commercial
Effects: Allows Diplomatic Victory
*******************************************************************************
UNIVERSAL SUFFRAGE
Prerequisite: Industrializtion
Cost: 800
Culture: 4
Characteristic: Militaristic
Effects: Reduces War Weariness In All Cities
*******************************************************************************
APOLLO PROGRAM
Prerequisite: Space Flight
Resources: Aluminum
Cost: 500
Culture: 3
Characteristic: Scientific
Effects: Build Spaceship Parts
*******************************************************************************
BATTLEFIELD MEDICINE
Prerequisite: Must Have 5 Hospitals
Cost: 500
Culture: 1
Characteristic: Militarisitic
Effects: Allows Healing In Enemy Territory
*******************************************************************************
FORBIDDEN PALACE
Prerequisite: Must Have 8 Cities on a Standard Map
Cost: 300
Culture: 3
Characteristic: Religious
Effects: Reduces Corruption
*******************************************************************************
HEROIC EPIC
Prerequisite: Must have had a victorious Army
Cost: 200
Culture: 4
Characteristic: Religious
Effects: Increases Chance of Leader Appearence
*******************************************************************************
INTELLIGENCE AGENCY
Prerequisite: Espionage
Cost: 400
Culture: 1
Characteristic: Militaristic
Scientific
Effects: Allows Spy Missions
*******************************************************************************
IRON WORKS
Prerequisite: Iron And Coal Must Be Within City Radius
Resources: Iron; Coal
Cost: 300
Culture: 2
Production: 4
Pollution: 4
*******************************************************************************
MILITARY ACADEMY
Prerequisite: Military Tradition
Must have had a victorious Army
Cost: 400
Culture: 1
Characteristic: Militaristic
Effects: Build Armies Without Leader
*******************************************************************************
THE PENTAGON
Prerequisite: Must have 3 Armies currently in the field
Cost: 400
Culture: 1
Characteristic: Militaristic
Effects: Build Larger Armies
*******************************************************************************
STRATEGIC MISSILE DEFENSE
Prerequisite: Integrated Defense
Must Have 5 SAM Missile Batteries
Cost: 500
Culture: 1
Characteristic: Militaristic
Effects: Decreases Success of Missile Attacks by 75%
*******************************************************************************
WALL STREET
Prerequisite: Must Have 5 Banks
Cost: 400
Culture: 2
Effects: Treasury Earns 5% Interest
*******************************************************************************





*******************************************************************************
*******************************************************************************
TECHNOLOGIES OF CIVILIZATION III
*******************************************************************************
*******************************************************************************
LEGEND
The civilization Advancements are organized in blocks by Era. Essentially they
are listed within each Era in a chronological order; it is exactly the same
order in which the game lists them under the Editor's "Advancements" menu.
This is the legend for the information given under each advancement.

NAME
Self-evident, this is the name of the advancement.

TIME PERIOD
One of four time periods; Ancient Times, Middle Ages, Industrial Ages, Modern
Times, are the four options.

PREREQUISITES
These are the advances which you must attain in order to unlock the subject
advance. Note that if you receive an advanced technology from an enemy civ or
as an opening tech, you must unlock all the prerequities before a technoology
can actually be used. For instance, if you trade an enemy civ for the Flight
advance, you must discover Combustion, Flight's prerequisite tech, before you
may actually build bombers and fighters.

COST
The cost of the unit: this shows, according to the game's own definition, "the
cost in shields of researching this advance." King Morgoth provided me with
this info:

The cost # is multiplied by a certain factor depending on the map size; these
factors determine the actual cost in shields. Here they are:

Tiny "Cost" X 16
Small "Cost" X 20
Standard "Cost" X 24
Large "Cost" X 32
Huge "Cost" X 40

SPECIAL
Two types of information fall under this category. First, many techs have flags
associated with them, that set off special events or do other things, once you
have discovered the advance. Here is the complete list of potential flags.

Not Required for Era Advancement
Enables Irrigation Without Fresh Water
Enables Bridges (roads can cross rivers)
Disables Diseases From Flood Plains
Enables Conscription of Units
Enables Mobilization Levels
Enables Recycling
Enables Precision Bombing
Doubles Effect of "Wealth" City Improvement
Doubles Work Rate of Workers
Enables Diplomats
Enables Mutual Protection Pacts
Enables Right of Passage Treaties
Enables Military Alliances
Enables Trade Embargoes
Enables Trade Over Sea Tiles
Enables Trade Over Ocean Tiles
Enables Map Trading
Enables Communication Trading

The other type of information listed for each advance is the subsequent techs,
units, city improvements, wonders, and government types that this advancement
allows you to develop. Subsequent advances may require ANOTHER tech to actually
be developed, and this is not noted, so be sure that you plan ahead and develop
ALL the prerequisites. New resources you can see will also be listed here.

*******************************************************************************
BRONZE WORKING
Time: Ancient
Prerequisites: None
Cost: 3
Iron Working (Advance)
Spearman (Unit)
Hoplite (Unit)
Impi (Unit)
The Colossus (Wonder)
*******************************************************************************
MASONRY
Time: Ancient
Prerequisites: None
Cost: 4
Mathematics (Advance)
Palace (Improvement)
Walls (Improvement)
The Pyramids (Wonder)
*******************************************************************************
ALPHABET
Time: Ancient
Prerequisites: None
Cost: 5
Writing (Advance)
Mathematics (Advance)
*******************************************************************************
POTTERY
Time: Ancient
Prerequisites: None
Cost: 2
Map Making (Advance)
Granary (Improvement)
*******************************************************************************
THE WHEEL
Time: Ancient
Prerequisites: None
Cost: 4
Horseback Riding (Advance)
Chariot (Unit)
War Chariot (Unit)
Horses (Resource)
*******************************************************************************
WARRIOR CODE
Time: Ancient
Prerequisites: None
Cost: 3
Horseback Riding (Advance)
Monarchy (Advance)
Archer (Unit)
Bowman (Unit)
*******************************************************************************
CEREMONIAL BURIAL
Time: Ancient
Prerequisites: None
Cost: 2
Mysticism (Advance)
Temple (Improvement)
*******************************************************************************
IRON WORKING
Time: Ancient
Prerequisites: Bronze Working
Cost: 6
Construction (Advance)
Swordsman (Unit)
Immortals (Unit)
Legionary (Unit)
Iron (Resource)
*******************************************************************************
WRITING
Time: Ancient
Prerequisites: Alphabet
Cost: 8
Enables Diplomats.
Enables Right of Passage Treaties.
Enables Military Alliances.
Enables Communication Trading.
Philosophy (Advance)
Literature (Advance)
Code of Laws (Advance)
Map Making (Advance)
*******************************************************************************
MYSTICISM
Time: Ancient
Prerequisites: Ceremonial Burial
Cost: 4
Polytheism (Advance)
The Oracle (Wonder)
*******************************************************************************
MATHEMATICS
Time: Ancient
Prerequisites: Masonry
Alphabet
Cost: 8
Currency (Advance)
Construction (Advance)
Catapult (Unit)
*******************************************************************************
PHILOSOPHY
Time: Ancient
Prerequisites: Writing
Cost: 6
The Republic (Advance)
*******************************************************************************
CODE OF LAWS
Time: Ancient
Prerequisites: Writing
Cost: 10
The Republic (Advance)
Courthouse (Improvement)
*******************************************************************************
LITERATURE
Time: Ancient
Prerequisites: Writing
Cost: 10
Not Required For Era Advancement.
Library (Improvement)
The Great Library (Wonder)
*******************************************************************************
MAP MAKING
Time: Ancient
Prerequisites: Writing
Pottery
Cost: 12
Enables Map Trading.
Galley (Unit)
Harbor (Improvement)
The Great Lighthouse (Wonder)
*******************************************************************************
HORSEBACK RIDING
Time: Ancient
Prerequisites: The Wheel
Warrior Code
Cost: 5
Horseman (Unit)
Mounted Warrior (Unit)
*******************************************************************************
POLYTHEISM
Time: Ancient
Prerequisites: Mysticism
Cost: 12
Monarchy (Advance)
*******************************************************************************
CURRENCY
Time: Ancient
Prerequisites: Mathematics
Cost: 16
Marketplace (Improvement)
*******************************************************************************
THE REPUBLIC
Time: Ancient
Prerequisites: Philosophy
Code of Laws
Cost: 28
Not Required For Era Advancement.
Republic (Government)
*******************************************************************************
MONARCHY
Time: Ancient
Prerequisites: Warrior Code
Polytheism
Cost: 24
Not Required For Era Advancement.
The Hanging Gardens (Wonder)
Monarchy (Government)
*******************************************************************************
CONSTRUCTION
Time: Ancient
Prerequisites: Iron Working
Mathematics
Cost: 20
Aqueduct (Improvement)
Colosseum (Improvement)
The Great Wall (Wonder)
*******************************************************************************
MONOTHEISM
Time: Middle Ages
Prerequisites: None
Cost: 30
Theology (Advance)
Chivalry (Advance)
Cathedral (Improvement)
*******************************************************************************
FEUDALISM
Time: Middle Ages
Prerequisites: None
Cost: 26
Chivalry (Advance)
Invention (Advance)
Pikeman (Unit)
*******************************************************************************
ENGINEERING
Time: Middle Ages
Prerequisites: None
Cost: 36
Enables Bridges.
Invention (Advance)
*******************************************************************************
THEOLOGY
Time: Middle Ages
Prerequisites: Monotheism
Cost: 32
Printing Press (Advance)
Education (Advance)
Sistine Chapel (Wonder)
*******************************************************************************
CHIVALRY
Time: Middle Ages
Prerequisites: Monotheism
Feudalism
Cost: 30
Not Required For Era Advancement.
Knight (Unit)
Rider (Unit)
War Elephant (Unit)
Samurai (Unit)
*******************************************************************************
INVENTION
Time: Middle Ages
Prerequisites: Feudalism
Engineering
Cost: 40
Gunpowder (Advance)
Longbowman (Unit)
Leonardo's Workshop (Wonder)
*******************************************************************************
PRINTING PRESS
Time: Middle Ages
Prerequisites: Theology
Cost: 32
Not Required For Era Advancement.
Democracy (Advance)
*******************************************************************************
MUSIC THEORY
Time: Middle Ages
Prerequisites: Education
Cost: 30
Not Required For Era Advancement.
JS Bach's Cathedral (Wonder)
*******************************************************************************
EDUCATION
Time: Middle Ages
Prerequisites: Theology
Cost: 42
Music Theory (Advance)
Banking (Advance)
Astronomy (Advance)
University (Improvement)
*******************************************************************************
GUNPOWDER
Time: Middle Ages
Prerequisites: Invention
Cost: 44
Chemistry (Advance)
Musketman (Unit)
Musketeer (Unit)
Saltpeter (Resource)
*******************************************************************************
BANKING
Time: Middle Ages
Prerequisites: Education
Cost: 48
Democracy (Advance)
Economics (Advance)
Bank (Improvement
*******************************************************************************
ASTRONOMY
Time: Middle Ages
Prerequisites: Education
Cost: 48
Enables Trade Over Sea Tiles.
Navigation (Advance)
Physics (Advance)
Caravel (Unit)
Copernicus's Observatory (Wonder)
*******************************************************************************
CHEMISTRY
Time: Middle Ages
Prerequisites: Gunpowder
Cost: 52
Physics (Advance)
Metallurgy (Advance)
*******************************************************************************
DEMOCRACY
Time: Middle Ages
Prerequisites: Printing Press
Banking
Cost: 56
Not Required For Era Advancement.
Free Artistry (Advance)
Democracy (Government)
*******************************************************************************
ECONOMICS
Time: Middle Ages
Prerequisites: Banking
Cost: 44
Not Required For Era Advancement.
Doubles Effect of "Wealth" City Improvement.
Smith's Trading Company (Wonder)
*******************************************************************************
NAVIGATION
Time: Middle Ages
Prerequisites: Astronomy
Cost: 52
Enables Trade Over Ocean Tiles.
Explorer (Unit)
Magellan's Voyage (Wonder)
*******************************************************************************
PHYSICS
Time: Middle Ages
Prerequisites: Astronomy
Chemistry
Cost: 56
Theory of Gravity (Advance)
Magnetism (Advance)
*******************************************************************************
METALLURGY
Time: Middle Ages
Prerequisites: Chemistry
Cost: 52
Military Tradition (Advance)
Cannon (Unit)
Coastal Fortress (Improvement)
*******************************************************************************
FREE ARTISTRY
Time: Middle Ages
Prerequisites: Democracy
Cost: 56
Not Required For Era Advancement.
Shakespeare's Theater (Wonder)
*******************************************************************************
THEORY OF GRAVITY
Time: Middle Ages
Prerequisites: Physics
Cost: 60
Newton's University (Wonder)
*******************************************************************************
MAGNETISM
Time: Middle Ages
Prerequisites: Physics
Cost: 60
Enables Trade Over Ocean Tiles.
Frigate (Unit)
Galleon (Unit)
Man O War (Unit)
*******************************************************************************
MILITARY TRADITION
Time: Middle Ages
Prerequisites: Metallurgy
Cost: 56
Not Required For Era Advancement.
Cavalry (Unit)
Cossack (Unit)
Military Academy (Wonder)
*******************************************************************************
NATIONALISM
Time: Industrial Ages
Prerequisites: None
Cost: 100
Not Required For Era Advancement.
Enables Conscription of Units.
Enables Mobilization Levels.
Enables Mutual Protection Pacts.
Enables Trade Embargoes.
Communism (Advance)
Espionage (Advance)
Rifleman (Unit)
*******************************************************************************
STEAM POWER
Time: Industrial Ages
Prerequisites: None
Cost: 96
Industrialization (Advance)
Electricity (Advance)
Ironclad (Unit)
Coal (Resource)
*******************************************************************************
MEDICINE
Time: Industrial Ages
Prerequisites: None
Cost: 84
Scientific Method (Advance)
Sanitation (Advance)
*******************************************************************************
COMMUNISM
Time: Industrial Ages
Prerequisites: Nationalism
Cost: 100
Not Required For Era Advancement.
Police Station (Improvement)
Communism (Government)
*******************************************************************************
INDUSTRIALIZTION
Time: Industrial Ages
Prerequisites: Steam Power
Cost: 88
Espionage (Advance)
The Corporation (Advance)
Coal Plant (Improvement)
Factory (Improvement)
Universal Suffrage (Wonder)
*******************************************************************************
ELECTRICITY
Time: Industrial Ages
Prerequisites: Steam Power
Cost: 100
Enables Irrigation Without Fresh Water.
Scientific Method (Advance)
Replaceable Parts (Advance)
*******************************************************************************
SCIENTIFIC METHOD
Time: Industrial Ages
Prerequisites: Medicine
Electricity
Cost: 96
Atomic Theory (Advance)
Theory of Evolution (Wonder)
*******************************************************************************
SANITATION
Time: Industrial Ages
Prerequisites: Medicine
Cost: 80
Not Required For Era Advancement.
Disables Disease From Flood Plains.
Hospital (Improvement)
*******************************************************************************
ESPIONAGE
Time: Industrial Ages
Prerequisites: Nationalism
Industrialization
Cost: 76
Not Required For Era Advancement.
Intelligence Agency (Wonder)
*******************************************************************************
THE CORPORATION
Time: Industrial Ages
Prerequisites: Industrialization
Cost: 92
Refining (Advance)
Steel (Advance)
*******************************************************************************
REFINING
Time: Industrial Ages
Prerequisites: The Corporation
Cost: 100
Combustion (Advance)
Oil (Resource)
*******************************************************************************
STEEL
Time: Industrial Ages
Prerequisites: The Corporation
Cost: 100
Combustion (Advance)
*******************************************************************************
ATOMIC THEORY
Time: Industrial Ages
Prerequisites: Scientific Method
Cost: 160
Electronics (Advance)
*******************************************************************************
COMBUSTION
Time: Industrial Ages
Prerequisites: Refining
Steel
Cost: 120
Flight (Advance)
Mass Production (Advance)
Destroyer (Unit)
Transport (Unit)
*******************************************************************************
REPLACEABLE PARTS
Time: Industrial Ages
Prerequisites: Electricity
Cost: 84
Doubles Work Rate Of Workers.
Mass Production (Advance)
Artillery (Unit)
Infantry (Unit)
Rubber (Resource)
*******************************************************************************
FLIGHT
Time: Industrial Ages
Prerequisites: Combustion
Cost: 140
Advanced Flight (Advance)
Bomber (Unit)
Fighter (Unit)
Airport (Improvement)
*******************************************************************************
AMPHIBIOUS WAR
Time: Industrial Ages
Prerequisites: Mass Production
Cost: 92
Not Required For Era Advancement.
Marine (Unit)
*******************************************************************************
MASS PRODUCTION
Time: Industrial Ages
Prerequisites: Combustion
Replaceable Parts
Cost: 100
Amphibious War (Advance)
Motorized Transportation (Advance)
Battleship (Unit)
Carrier (Unit)
Submarine (Unit)
*******************************************************************************
ELECTRONICS
Time: Industrial Ages
Prerequisites: Atomic Theory
Cost: 120
Motorized Transportation (Advance)
Radio (Advance)
Hydro Plant (Improvement)
Hoover Dam (Wonder)
*******************************************************************************
MOTORIZED TRANSPORTATION
Time: Industrial Ages
Prerequisites: Mass Production
Electronics
Cost: 100
Advanced Flight (Advance)
Tank (Unit)
Panzer (Unit)
*******************************************************************************
ADVANCED FLIGHT
Time: Industrial Ages
Prerequisites: Flight
Radio
Motorized Transportation
Cost: 140
Not Required For Era Advancement.
Helicopter (Unit)
Paratrooper (Unit)
*******************************************************************************
RADIO
Time: Industrial Ages
Prerequisites: Electronics
Cost: 140
Advanced Flight (Advance)
*******************************************************************************
ROCKETRY
Time: Modern
Prerequisites: None
Cost: 160
Space Flight (Advance)
Cruise Missile (Unit)
Jet Fighter (Unit)
F-15 Fighter (Unit)
SAM Missile Battery (Improvement)
Aluminum (Resource)
*******************************************************************************
FISSION
Time: Modern
Prerequisites: None
Cost: 220
Nuclear Power (Advance)
Superconductor (Advance)
Nuclear Submarine (Unit)
Manhattan Project (Wonder)
The United Nations (Wonder)
Uranium (Resource)
*******************************************************************************
COMPUTERS
Time: Modern
Prerequisites: None
Cost: 180
Miniaturization (Advance)
The Laser (Advance)
Mech Infantry (Unit)
Research Lab (Improvement)
SETI Program (Wonder)
*******************************************************************************
RECYCLING
Time: Modern
Prerequisites: Ecology
Cost: 240
Enables Recycling.
Synthetic Fibers (Advance)
Recycling Center (Improvement)
*******************************************************************************
SPACE FLIGHT
Time: Modern
Prerequisites: Rocketry
Cost: 240
Superconductor (Advance)
Satellites (Advance)
Tactical Nuke (Unit)
SS Cockpit (Improvement)
SS Docking Bay (Improvement)
SS Engine (Improvement)
Apollo Program (Wonder)
*******************************************************************************
NUCLEAR POWER
Time: Modern
Prerequisites: Fission
Cost: 200
The Laser (Advance)
Nuclear Plant (Improvement)
*******************************************************************************
SUPERCONDUCTOR
Time: Modern
Prerequisites: Fission
Space Flight
Cost: 220
Integrated Defense (Advance)
SS Life Support System (Improvement)
*******************************************************************************
MINIATURIZATION
Time: Modern
Prerequisites: Computers
Cost: 180
Genetics (Advance)
Robotics (Advance)
Offshore Platform (Improvement)
*******************************************************************************
ECOLOGY
Time: Modern
Prerequisites: None
Cost: 160
Recycling (Advance)
Mass Transit System (Improvement)
Solar Plant (Improvement)
*******************************************************************************
SYNTHETIC FIBERS
Time: Modern
Prerequisites: Recycling
Cost: 200
Stealth (Advance)
Modern Armor (Unit)
SS Exterior Casing (Improvement)
SS Stasis Chamber (Improvement)
SS Storage/Supply (Improvement)
*******************************************************************************
SATELLITES
Time: Modern
Prerequisites: Space Flight
Cost: 200
Smart Weapons (Advance)
Integrated Defense (Advance)
ICBM (Unit)
SS Thrusters (Improvement)
*******************************************************************************
THE LASER
Time: Modern
Prerequisites: Nuclear Power
Computers
Cost: 220
Smart Weapons (Advance)
Robotics (Advance)
SS Planetary Party Lounge (Improvement)
*******************************************************************************
GENETICS
Time: Modern
Prerequisites: Miniaturization
Cost: 240
Cure For Cancer (Wonder)
Longevity (Wonder)
*******************************************************************************
STEALTH
Time: Modern
Prerequisites: Synthetic Fibers
Cost: 220
Stealth Bomber (Unit)
Stealth Fighter (Unit)
*******************************************************************************
SMART WEAPONS
Time: Modern
Prerequisites: Satellites
The Laser
Cost: 160
Enables Precision Bombing.
Integrated Defense (Advance)
*******************************************************************************
ROBOTICS
Time: Modern
Prerequisites: The Laser
Miniaturization
Cost: 200
AEGIS Cruiser (Unit)
Radar Artillery (Unit)
Manufacturing Plant (Improvement)
*******************************************************************************
INTEGRATED DEFENSE
Time: Modern
Prerequisites: Superconductor
Satellites
Smart Weapons
Cost: 180
Strategic Defense Initiative (Wonder)
*******************************************************************************




*******************************************************************************
*******************************************************************************
OTHER TOPICS
*******************************************************************************
*******************************************************************************
VICTORY TYPES: SPECIFIC REQUIREMENTS
Domination Victory:
1. Must control 66% of the world's territory (land squares).
2. Must have 66% of the world's total population.
Diplomatic Victory:
1. Must win vote in UN Council.
2. To be a candidate, must meet one of following:
a. Builder of UN Wonder.
b. Control 25% of world's land area.
c. Control 25% of world's total population.
Cultural Victory (1):
1. Your civilization must have over 100,000 culture points.
2. All other civs must have less than half your culture points.
Cultural Victory (2):
1. Any city in your empire must have 20,000 culture points.
Space Race Victory:
1. Must be first nation to complete all 10 parts of the spaceship.
Conquest Victory:
1. Must completely eliminate all other civilizations.
Histographic Victory:
1. Must have highest score at end of the game.

CITY POPULATIONS DATA TABLE
All city population numbers are listed, along with the actual value in people
that represents, and the number of accumulated food needed to move to the
next level. Note that the Granary improvement counts for some food toward
each level; this data assumes no Granary in the city. I make breaks at 6 and
12, because special improvements are needed to pass those figures, and at 20,
because after this point any additional citizens cannot be workers and must
be specialists.

# Actual Population Stored food to next level
1 10,000 20
2 30,000 20
3 60,000 20
4 100,000 20
5 150,000 20
6 210,000 20

7 280,000 40
8 360,000 40
9 450,000 40
10 550,000 40
11 660,000 40
12 780,000 40

13 910,000 60
14 1,050,000 60
15 1,200,000 60
16 1,360,000 60
17 1,530,000 60
18 1,710,000 60
19 1,900,000 60
20 2,100,000 60

21 2,310,000 60
22 2,530,000 60
23 2,760,000 60
24 3,000,000 60
25 3,250,000 60
26 3,510,000 60
27 3,780,000 60
28 4,060,000 60
29 4,350,000 60
30 4,650,000 60

Now, to find the city's actual population, take what it reads in the
population column and add 1000 times the total number of stored food in the
city. You must include what is in the Granary, if there is a Granary. The sum
of the city values is your total population. So it is clear, that you slowly
rise as your city fills up the stored food column, and then get a large boost
when you cross a new threshold.

You will quickly notice that for a city with population number N, the actual
base population value is:
10000*[(N)+(N-1)+. . .+(2)+(1)]
Each successive population point adds 10000 more population than the one
before it to your empire's total population.

Also note that the times of fastest growth are just before the first two
breaks, since you will have more excess food but the same food to next level.
Thus, when a city is at size 6-7 or 12-13, it is an ideal time to build
Settlers and Workers, since the city will recover from the population loss
more swiftly.

I stopped the list at 30 because few cities in a real game exceed 30
population points. But if you use the editor to allow very high population
values (hint: set food consumption per citizen to 1 and food produced per
grassland to 3) then actual population values quickly become astronomical. At
45 pop points, a city has over 10 million inhabitants, and at just 141
population points, a city breaks the 100 million mark. 100 million is a
pretty good sized empire, let alone a city!



TERRAIN & TERRAIN IMPROVEMENTS
The different terrain types in Civilization have significant effects on
strategy, city management, and the general course of the game. In the first
column of the following list, there is the name of the terrain. The next
columns have the standard production of the square in Food/Shields/Commerce.
ROADS have a +1 commerce effect on all squares. IRRIGATED squares produce one
extra food, and the following terrain types can be irrigated: Plain,
Grassland, Desert, and Flood Plain. All terrain but Forests, Jungle, and
Flood Plains can be mined; MINES add 2 shields to Mountain or Hill squares
and one shield to all other squares. Workers can also turn Forest or Jungles
into the underlying terrain type (plain or grassland) and can plant forests
on Plain or Grassland squares. RAILROADS appear not to fulfill their stated
function in the manual. They appear to add one shield to all shield producing
squares, but also to add one food to the output of irrigated squares. The
last column shows all resources that might appear on this type of terrain.

Coast 1 - 2 Fish
Desert - 1 - Saltpeter; Oil; Incense
Flood Plains 3 - - Wheat
Forest 1 2 - Rubber; Uranium; Furs; Dyes; Spice; Ivory; Silks; Game
Grasslands 2 - - Horses; Wines; Cattle; Wheat
Hills 1 1 - Horses; Iron; Coal; Aluminum; Wines; Ivory; Gold
Jungle 1 - - Coal; Rubber; Dyes; Spices; Silks; Gems
Mountains - 1 - Iron; Saltpeter; Coal; Uranium; Gems; Gold
Ocean 1 - - -
Plains 1 1 - Horses; Oil; Aluminum; Wines; Incense; Cattle; Wheat
Sea 1 - 1 Fish; Whales
Tundra 1 - - Oil; Furs; Game

All squares bordering a RIVER produce one extra commerce. Grassland squares
with a silver dot in the center produce one shield instead of zero.


GOVERNMENTS
There are six types of government available to you in Civilization III, and
one is the default "suck" government, Anarchy. The other five have strong and
weak points, but generally go in this order:

Despotism --> Monarchy --> Communism --> Republic --> Democracy

Republic and Democracy are the basic peacetime governments; the other three
are more suited to war.

Despotism: Corruption is devastating.
Two units in each city make an unhappy face content.
Production rushed by sacrificing population.
Four units supported by each city.
Monarchy: Corruption is severe.
Three units in each city make an unhappy face content.
Pay to rush production.
2 units supported per town; 4 per city; 8 per metropolis.
Communism: Corruption is evenly distributed among all your cities.
Four units in each city make an unhappy face content.
Production rushed by sacrificing population.
Same unit support as Monarchy.
Republic: Corruption is moderate.
No military police.
Pay to rush production.
No units are supported.
One extra commerce in all commerce-producing squares.
Democracy: Corruption is the lowest of all governments.
No military police.
Pay to rush production.
No units are supported.
One extra commerce in all commerce-producing squares.


COMBAT CALCULATION
The combat system has changed slightly from previous Civilization games.
Here's how it now works. Each unit involved in combat has from 1-5 hit
points. You can see the number of HP the unit has by looking at the status
bar that is right next to the unit. Conscript units have a normal maximum of
2 HP; Regular units, 3 HP; Veterans, 4 HP; and Elite units, 5 HP. Injured or
damaged units may have less HP than this. In a battle, units will fight until
one unit's HP are completely exhausted, then it dies. Fast units, fighting
non-fast units, will retreat if their HP drops to one, instead of dying.

Combat consists of rounds. In each round in a battle, one unit or the other
will lose one hit point. The determination of which units loses the round is
based on two factors, the attacker's Attack Strength and the defender's
Modified Defense Strength.

The Attack Strength is the just the number given for Attack in the unit's
stats. For instance, Horsemen have 2 Attack Strength.

The Defense Strength also appears in the unit's stats. However, it is
modified by a number of factors, and the Modified Defense is the number used
in the combat calculation. Here are the various bonuses that a defender can
receive (terrain bonuses are based on the space the defender is occupying,
the attacker's terrain is irrelevant):
Bonus for most terrain 10%
Forest 25%
Jungle 25%
Hill 50%
Mountain 100%
Defending across a river 25%
Unit is fortified 25%
Unit is in a fortress 50%
Garrisoned in walled Town (population 1-6) 50%
Garrisoned in City (population 7-11) 50%
Garrisoned in Metropolis (population 12+) 100%
All defense bonuses are cumulative.

Now, you have the Attack Strength ("ATK") and the Modified Defense Strength
("MDEF"). Here is the formula to determine a unit's chance of winning a
round:

Attacker's win probability: (ATK) / (ATK + MDEF)

Defender's win probability: (MDEF) / (ATK + MDEF)

So for instance, say an Infantry unit (6 ATK) attacks a Rifleman unit (5 base
defense) when the Rifleman is on a hill square (50% defense bonus). Thus,
ATK=6 and MDEF=5+5*.5=7.5.

Infantry's win probability= 6/13.5 = .4444444444
Rifleman's win probability= 7.5/13.5 = .5555555555

Thus, the Rifleman has a 55% chance of winning any given round. But, if the
Infantry starts the battle with 4 HP and the Rifleman has only 3, the
Infantry is still more likely to win the battle. Here is the overall formula
to determine your attacking unit's chance to win a battle. (This assume
neither unit is fast).

A = Attack strength
D = Modified defense value
X = Attacker's HP before battle
Y = Defender's HP before battle
XA * 100
Attacker's chance to win = -------------- %
XA + YD

This should help you determine when you should attack, and when you
shouldn't!

A note on bombardment. This works, from the attacking perspective, just like
regular combat, except that the bombarding unit cannot lose HP, and the
Bombard value is used in place of the attack. So a cannon, with Bombard of 8,
has a 8/13 chance of hitting a Rifleman. If it hits, the Rifleman loses 1 HP;
if not, then nothing happens. Some unit have a "Rate of Fire" greater than 1,
and this corresponds to an extra round of bombardment. Thus, you could hit a
unit twice, once, or not at all. When you are trying to bombard structures or
population, both of these have an automatic defense of 12 against
bombardment.


CULTURAL BORDERS
This section concerns the mathematics behind culture and cultural borders.
When I describe the shape of a city's cultural boundary, I'm moving top to
bottom, and indicating the width at each level. For instance, 3-3-3 is a 3x3
square, and 3-5-5-5-3 is the size of a city radius. Each cultural level is
given with the necessary amount of culture, the shape of the boundary at that
level, and the number of squares of territory controlled by the city at that
level.

#1 0-9 Culture 3-3-3 9 squares
#2 10-99 Culture 3-5-5-5-3 21 squares
#3 100-999 Culture 3-5-7-7-7-5-3 37 squares
#4 1000-9999 Culture 3-5-7-9-9-9-7-5-3 57 squares
#5 10000-99999 Culture 3-5-7-9-11-11-11-9-7-5-3 81 squares

Note that as structures become more venerable, they begin to accumulate more
and more culture every turn.

Note that the following are the only culture producing structures:
Temple (2) Library (3)
Cathedral (3) University (4)
Colosseum (2) Research Lab (2)
Thus the most effective build order in terms of culture generation is
Library, University, Temple, Cathedral, Colosseum, and Research Lab. The most
culture a regular city can produce per turn (assuming no venerability
bonuses) is 16 points of culture. Note that if you set up a new city and
proceed to rush improvements from scratch, in the best order a city could
reach Size #2 on its second full turn of existence and Size #3 on its ninth
turn of existence. This knowledge can, if you are rich, allow you to expand
your borders into new areas very quickly. (See: THE CULTURE PUSH, above.)

Now a little discussion of city defection, and how you can use it to best
advantage. There are many factors that go into determining whether a city
changes its allegiance and joins an enemy civ. The one thing that must be
true for a city to flip is an "or" statement. For an enemy city to come into
your hands, either there must be some of your nationals living in the city,
or the cultural boundaries of your empire must expand into at least one of
the city radius squares of the given city. Thus, as long as the entire radius
of a city is owned by its own empire, and there are no foreigners present,
the city cannot defect. Here a list of the most important factors affecting
defection:

1. Number of foreign workers or resisters in the city.
2. Amount of city radius owned by other civilizations.
3. Total culture of both empires.
4. Culture in the city held by both empires. If two different civs have
accumulated culture in the same city, the city keeps track of how much
culture each has earned. For instance, if my 500 culture city is captured,
and the enemy builds a Temple, the city might pick up some points of his
culture. But it will still remember my 500 culture, so the city still leans
toward me culturally.
5. Relative distances from the two capitals. Note an effect of this: if you
have a situation in which there is an enemy civ on your east, and nothing but
ocean on your west, the locations of you Palace and Forbidden Palace can be
switched to increase the chance of enemy cities defecting. For instance, say
that right now your Palace is in the west of your empire. Build the Forbidden
Palace in that capital or any other eastern city, and rebuild your actual
Palace in the west. This will move your capital closer to the enemy cities,
thus enticing them to defect.
6. Civil Disorder increases the chance of defection.
7. We Love The Emperor Day decreases the chance of defection.

Even with all this, city defection is by no means a sure thing; the chances
are low. But given enough time, any city will come to realize how great your
empire really is!

CALCULATING THE SCORE
Only four factors are taken into account to determine your final score. They
are: Happy Citizens; Content/Specialist Citizens; Territory; and Level of
Difficulty. Here's the formula:

T = Territory (# of tiles)
H = # of Happy Citizens
C = # of Content and Specialist Citizens
D = Difficulty level (Chieftain=1 to Deity=6)

Per-turn score = (T + 2H + C) * D

Each turn, the computer records your per-turn score. Then, to find your
actual score at that point in the game, it adds up all the per-turn scores,
and divides that sum by the total number of elapsed turns.

If you win by any method before time expires, you get an added bonus for how
long it took you. This bonus equals (2050-Year of victory)*Difficulty level.
Thus, if you win in 2025 on Regent, you get a 75 point bonus. If you happen
to win in BC era, add the year to 2050 instead of subtracting.

CIVILIZATION III EDITOR
Undoubtedly one of the best features of Civilization III is the editor that
comes packaged with the game. On the negative side, the editor is not yet
fully featured; you can't use the editor to place cities, units, etc. on the
map, and therefore you can't create scenarios. However a patch for the editor
that includes a scenario editor will soon be released, I'll probably update
this section then.

The map editor is a nice feature, allowing you to create maps or modify maps
that others have created. All aspects of the map can be altered: terrain,
resources, forests, player starting positions, etc.

To create a new map, you can choose to start from a blank map of uniform
terrain, or you can choose to have the computer create a random map for you
to work with. There are the basic world sizes:

Tiny 60x60 3600 tiles 4 civilizations
Small 80x80 6400 tiles 6 civilizations
Standard 100x100 10000 tiles 8 civilizations
Large 140x140 19600 tiles 12 civilizations
Huge 180x180 32400 tiles 16 civilizations

You can also edit maps that you have made, or others have made. Many maps are
available for download on the internet; the game also comes with two maps, an
Earth map on Standard size and an Earth map on Huge size.

The rules can also be edited with this program to set up a game with a
different set of rules. Almost all aspects of the game can be changed here:
the stats of units, the effects of city improvements, the tech tree,
civilization abilities, etc. Experimenting with the rules can provide a fun
twist to the regular game.

CHEATS
Most bugs in the game have been fixed in the latest patch.

The Rush Wonder Cheat: In a city where you want to build a Wonder, select the
most expensive improvement available to you, and then rich it. Then,
immediately switch production to the Wonder you want! The shields you just
rushed will be contributed to the new Wonder. Only works on Chieftain and
Warlord difficulty.
*******************************************************************************
*******************************************************************************





*******************************************************************************
*******************************************************************************
FREQUENTLY ASKED QUESTIONS (FAQs)
*******************************************************************************
*******************************************************************************
I try not to answer questions that you could find the answer to just sitting in
the manual, but I also try to cover most of the questions that have been
floating around the boards.


Q: Which form of government is the best?
A: Well, the game would like to have you believe that all forms have their
merits. However, Democracy is the best form of government in Civ III. The
bonuses you recieve in production and commerce are more than worth the
problems posed by war weariness. Unlike in Civ II, a single city revolting
under Democracy will not drag down your empire, so this form of government
has in fact been strengthened in this edition. All in all, once you discover
Democracy (which may take awhile, allowing that it is far from the main
advancements route) you should try to have a revolution to it, unless you
are planning a major war and are not ready to combat war weariness with
happiness improvements and Police Stations.


Q: Why is this game so slow?
A: Yes, this is absolutely the most asked question about Civ III. I can't know
what kind of system you're running, but on the minimum system this game runs
very slowly. Late in the game on a huge map, you may well have to wait ten
minutes between turns. This is because the game is calculating the moves for
each and every enemy unit out there. Anyway, you can't do anything about it,
so just live with it. The only thing I recommend is, under Preferences, turn
off the Enemy Movement Animations. This will only make turns take longer, so
if you don't care to see what your enemy is doing turn this off.


Q: How do I build embassies and/or plant spies?
A: This is an often questioned point of the game. You need to go to your
capital city and click on the star next to it to build an embassy in an
enemy capital. Once you build the Intelligence Agency, this star has a
pentagon around it. This means that by clicking, you can plant a spy, just
like you used to plant an embassy.


Q: I need [insert resource here]! Where can I find this?
A: Be warned, on some small maps resources may be hard to come by. On small
maps, the scarcity of resources plays a big role in the game and securing
resources is essential. Anyway, here are all the game's different resources,
the Advance that causes them to appear, and what types of terrain can have
them. Only strategic resources need an Advance to appear. The others are
there from the beginning of the game. The last column is the production
bonus given by that resource: Food/Shields/Commerce.

Horses The Wheel Plains; Grassland; Hills 0/0/1
Iron Iron Working Hills; Mountains 0/1/0
Saltpeter Gunpowder Desert; Hills; Mountains 0/0/1
Coal Steam Power Hills; Mountains; Jungle 0/2/1
Oil Refining Desert; Plains; Tundra 0/1/2
Rubber Replaceable Parts Forest; Jungle 0/0/2
Aluminum Rocketry Plains; Hills 0/2/0
Uranium Fission Mountains; Forest 0/2/3
Wines Luxury Plains; Grassland; Hills 1/0/1
Furs Luxury Tundra; Forest 0/1/1
Dyes Luxury Forest; Jungle 0/0/1
Incense Luxury Desert; Hills 0/0/1
Spices Luxury Forest; Jungle 0/0/2
Ivory Luxury Plains; Forest 0/0/2
Silks Luxury Forest; Jungle 0/0/3
Gems Luxury Mountains; Jungle 0/0/4
Whales Bonus Sea 1/1/2
Game Bonus Tundra; Forest 1/0/0
Fish Bonus Coast; Sea 2/0/1
Cattle Bonus Plains; Grassland 2/1/0
Wheat Bonus Plains; Grassland; Flood Plain 2/0/0
Gold Bonus Hills; Mountains 0/0/4


Q: My resource disappeared! Is my game messed up?
A: No, resources exhaustion is a natural part of Civ III. Certain strategic
resources can be consumed if they are being used by a civilization. The
resource will always reappear somewhere else on the map; the total amount
of that resource present on the map will never change. But the resource
won't always reappear in your territory, so this can be extremely bad for
you. It should encourage you to try and secure more than one of each
of the six resources that can be exhausted. In the following table, each
strategic resource is listed, along with its chance to be exhausted (every
turn, the computer "rolls" to see if the resource will disappear, so each
turn the given resource has X% chance of disappearing. Resources do not
disappear until they are developed; if no city has connected to a resource
yet, it can't be exhausted.):

Horses 0.000 % NOTE: Even though Iron and Saltpeter have low
Iron 0.125 % chances of disappearing, you develop them much
Saltpeter 0.125 % earlier in the game. Thus, since the computer
Coal 0.250 % will check against them so many more times, they
Oil 0.500 % actually are more likely than all other resources
Rubber 0.000 % to be exhausted during the course of the game.
Aluminum 0.250 %
Uranium 1.000 %


Q: This unit has won so many battles! Why won't it reach Elite?
A: There is a set chance of any unit upgrading its level. This is:
Conscript (2 HP) --> Regular (3 HP) 1 in 2 chance (50%)
Regular (3 HP) --> Veteran (4 HP) 1 in 4 chance (25%)
Veteran (4 HP) --> Elite (5 HP) 1 in 8 chance (13%)
Units belonging to militaristic civilizations have a doubled chance to
upgrade; i.e 1:1, 1:2, 1:4. Any unit fighting a barbarian unit, as opposed
to a civilization's unit, has its chance halved--1:4, 1:8, 1:16 for non-
militaristic civilizations. Note, however, that any unit which wins two
battles in the same turn automatically gains a level.


Q: Which civs are the most fun to play?
A: The civs that are the most fun to play aren't the civs that are the easiest
to win with. Persia, China, Babylon, Germany, Japan, and Rome are all pretty
fun to play. China is especially fun when you want a war-filled game, as
militaristic and industrious really allow you to keep your wars going...and
trying to maintain democracy through this adds an element of challenge.

Q: Finally, what can I expect from the Civilization III expansion?
A: Civilization III: Play the World is slated for release in October 2002. It
will include a number of online multiplayer modes, as well as some additions
to the single player game. There will be new victory types as well as new
game modes. Eight new civilizations will be included as well as some new
gameplay features. There will also be a vastly improved mod and scenario
editor, featuring new packs of units and terrain artwork. The confirmed new
civs at latest update were the Spanish and the Mongols, plus six unknowns
of course.

*******************************************************************************
*******************************************************************************
PLAY THE WORLD INFORMATION
*******************************************************************************
*******************************************************************************

Play the World is the new expansion pack for Civilization III, and it has some
great new features which add fun new elements to the gameplay.

The following section includes information on new civilizations and new units
from the Play The World expansion. It should be obvious where they leave off
the units and begin on the civs.

*******************************************************************************
ANSAR WARRIOR (Arabs)
Replaces:
Prerequisite:
Resources:
Cost:
A/D/M:
Upgrades To:
Abilities:
*******************************************************************************
NUMIDIAN MERCENARY (Carthage)
Replaces: Pikeman
Prerequisite: Bronze Working
Resources: None
Cost: 30
A/D/M: 2/3/1
Upgrades To:
Abilities:
*******************************************************************************
GALLIC SWORDSMAN (Celts)
Replaces:
Prerequisite:
Resources:
Cost:
A/D/M:
Upgrades To:
Abilities:
*******************************************************************************
HWACHA (Koreans)
Replaces:
Prerequisite:
Resources:
Cost:
A/D/M:
Upgrades To:
Abilities:
*******************************************************************************
KESHIK (Mongols)
Replaces:
Prerequisite:
Resources:
Cost:
A/D/M:
Upgrades To:
Abilities:
*******************************************************************************
SIPAHI (Ottomans)
Replaces:
Prerequisite:
Resources:
Cost:
A/D/M:
Upgrades To:
Abilities:
*******************************************************************************
CONQUISTADOR (Spain)
Replaces: Explorer
Prerequisite:
Resources: Horses
Cost: 70
A/D/M: 3/2/2
Upgrades To: None
Abilities: All terrain treated as road
*******************************************************************************
BERSERK (Vikings)
Replaces:
Prerequisite:
Resources:
Cost:
A/D/M:
Upgrades To:
Abilities:
*******************************************************************************

Replaces:
Prerequisite:
Resources:
Cost:
A/D/M:
Upgrades To:
Abilities:
*******************************************************************************

Replaces:
Prerequisite:
Resources:
Cost:
A/D/M:
Upgrades To:
Abilities:
*******************************************************************************
KING UNITS
For use in new game types, each Civilization now has a unique King unit
representing their mobile leader. Every King unit has an A/D/M stats of 1/1/2.
However, each King has a different unit name and I will list them here (the
names are the same as that Civ's default leader name, if you didn't know
already.
*******************************************************************************
ARABS

Tribe Names: Arabs, Arabia, Arabian
Ruler Name: Czarina Catherine (female)
Culture Group: European
Favored Gov't: Communism
Hated Gov't: Democracy
Aggression Level: Above Average
Unique Color: Brown
Bonuses: Expansionist
Scientific
Opening Techs: Pottery
Bronze Working
Unique Unit: COSSACK replaces CAVALRY
A/D/M: 6/4/3










*******************************************************************************
CLOSING STATEMENT
Thanks for reading the guide! Man, it was a lot of work, but it was worth it.
Now, on to the expansion pack!

*******************************************************************************
ACKNOWLEDGEMENTS:
Thanks to King Morgoth for some info about the cost of developing techs.

Thanks to the creators of Civ III!
Thanks to Sid Meier for a great game!
Thanks to Dell for a great computer to play it on!
Thanks to GameFAQs, and especially to CJayC for doing such a great job there.
Most of all thanks to me, for the time it took to gather this information.

*******************************************************************************
This file is copyright by Denouement (Chris Parham). You may NOT reproduce or
distribute this guide in any manner, electronically or otherwise, without the
express written permission of the author. You may not display this guide on any
page in which there are advertisment banners. Below can be found the list of
sites that are permitted to host this guide. This list can be changed at any
time.

"The Civilization III FAQ"
Last Update: 5.11.2003
Version: 1.2
DENOUEMENT


 
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