Civilization 3
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FAQ/Walkthrough
Version 2.7
By Michael Sarich
rock1obster@hotmail.com
Released: Monday 08th of May 2006
Copyright(C): 2003-2006 Michael A. Sarich
--------------------
Table Of Contents
Part I: Welcome
[1]: About The Author
[2]: The Story Behind This Guide
[3]: Document Licence Agreement
[4]: Site Licence Agreement
[5]: Contact Me
[6]: Disclaimer
Part II: About This FAQ
[1]: FAQ Statistics
[2]: Version History
[3]: Other Works By The Author
Part III: The Walkthrough
Chapter I: Setting Up A Game
[1]: Welcome To Civilization III
[2]: Creating Your World
a. World Size
b. Land Mass And Water Coverage
c. Climate
d. Temperature
e. Age
f. Barbarians
[3]: Civilization Special Abilities
a. Commercial
b. Expansionist
c. Industrious
d. Militaristic
e. Religious
f. Scientific
[4]: Civilizations
[5]: Choosing A Civilization
[6]: Rules And Victory Conditions
a. Allow Domination Victory
b. Allow Diplomatic Victory
c. Allow Cultural Victory
d. Allow Space Race Victory
e. Allow Conquest Victory
f. Allow Civ Specific Abilities
Chapter II: Game Basics
[1]: How To Play
[2]: Keyboard Shortcuts
[3]: What Are Turns
[4]: Why Is The Screen Mainly Black
[5]: Building A City
[6]: Tiles
[7]: Resources
[8]: Putting Your Workers To Work
a. Worker Actions
[9]: Eliminating The Enemy
[10]:Combat
[11]:Unit Promotions
[12]:We Love The King Celebrations
Chapter III: Beyond The Basics
[1]: Trade Agreements
a. Peace Treaty
b. Mutual Protection Pact
c. Right Of Passage
d. Military Alliance
e. Trade Embargo
[2]: Science
a. Technology Tree
b. The Ages Of Man
[3]: Espionage
a. Embassies
d. Intelligence Agency
c. Espionage Missions
[4]: Governments
a. Types Of Government
[5]: Exploits
Chapter IV: Strategies
[1]: Domination/Conquest Strategies
a. The Steamroller Effect
b. Beat Them As They Grow
c. Be Patient
[2]: Diplomatic Victory Strategies
a. Get A Seat In the UN
b. Sleep Around
c. Win By Bribing
[3]: Cultural Victory Strategies
a. The Cultural Steamroller
b. Be Quick When Building
[4]: Space Race Victory Strategies
a. Defend The Launch Pad
[5]: General Strategies
a. Get Rich Quick
b. Artillery
Chapter V: Tips And Tricks
[1]: Check Your Opponents Wonder Progress
[2]: Cripple AI Research
Chapter VI: Frequently Asked Questions
Chapter VII: Reader Submissions
[1]: Questions
[2]: Strange Experiences
Chapter VIII: Appendices
[1]: Units
[2]: Small Wonders
[3]: Wonders Of The World
Part IV: Closing
[1]: Where To Next?
[2]: Special Thanks
[3]: Over And Out!
QuickTip: To find sections with specific information, use CTRL+F
================================================================================
Part I: Welcome
================================================================================
Welcome to my Civilization III FAQ. Thank you for choosing this guide, and I
hope it contains the answer to your question. If not, send an E-Mail to
rock1obster@hotmail.com. Please read the Contact Me section prior to E-Mailing
me.
Section Contents:
[1]: About The Author
[2]: The Story Behind This Guide
[3]: Document Licence Agreement
[4]: Site Licence Agreement
[5]: Contact Me
[6]: Disclaimer
[1]: About The Author
--------------------------------------------------
My name is Michael Sarich, and I am 17 years old. I work full time in a local
franchise of one of - if not - the most popular computer goods retailers in my
country of residence. This job not only gives me an income, but an even more
in-depth look into the world of gaming, through trade events and access to
suppliers and reps involved in the industry.
[2]: The Story Behind This Guide
--------------------------------------------------
This was my first guide, and due to it's sucess, I have written more. My uncle
first introduced me to this game, and when he said "hey Michael come and watch
me play my new game", and I had a look I thought Meh. But I watched, and I
realised what a great game this was.
I am now a strategy game addict and have purchased several Turn Based
Strategies, and a handful of Real Time Strategies too.
______
| ~~~ ~| [3]: Document License Agreement
| ~ ~ | --------------------------------------------------
| ~~ ~ |_________________________________________________________________
|______| `.
| [Last Updated Saturday 06th of May 2006] |
| |
| If you wish to read this document, you must agree to the terms and |
| conditions below. |
| |
| 1. Anybody is welcome to look at this document, provide they agree to |
| these terms. |
| 2. You are permitted to copy this document onto your hard drive, a |
| disk, or print it out on paper, provided it stays in its exact |
| form, including this section. |
| 3. You may not distribute this guide to obtain any personal gain |
| without my written consent with 20% of proceeds going to myself. |
| |
| . |
| /!\ IF YOU DO NOT AGREE TO THESE CONDITIONS, YOU ARE NOT PERMITTED TO|
| /___\ READ THIS GUIDE. |
`._____________________________________________________________________,'
______
|
_______ [5]: Contact Me
|\ @ /| --------------------------------------------------
| \___/ |________________________________________________________________
|_______| `.
| [Last Updated Friday 05th Of May 2006] |
| |
| I am more than happy to answer queries, help solve problems, or accept|
| contributions via E-Mail and/or MSN instant messaging. My main |
| contact details can be found below. |
| |
| E-Mail Address : rock1obster@hotmail.com |
| MSN Address : rock1obster@hotmail.com |
| Origin Of Address : I am not a rock fan; I am Hip-Hop / R&B |
| oriented. This is from a Family Guy episode. |
| |
| Feel free to contact me with any issues you may have, but please dont |
| waste my time with any of the following: |
| - Chain Letters; I get enough from my family as it is :( |
| - Relationship Advise; I'm single as well |
| - Spam Mail |
| - Viruses; I have a $4,300 machine, and virus protection to match, |
| so dont waste your time. |
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| When composing your E-Mail, please keep the following guidelines in |
| mind to ensure the most prompt and accurate response. |
| - Please subject your mail appropriately. I will possibly delete |
| E-Mails with either blank or suspicious ("hi" etc.) subjects. |
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| ask it in detail, and even add a screen shot as required. |
| - If you need to attach a screenshot, please do not zip it or i |
| will not look at it. |
| - If you dont like this guide, I am happy to hear why. However, |
| dont swear at me or make threats you can't fulfil. Tell me why |
| you dontlike the guide, and how I can improve it instead. |
| - I am very busy. I work a 56 hour week, and I am looking for a |
| second job. Unfortunately I make no income from FAQ'ing to feed me|
| and my gaming addiction, so I must look after my work first. |
| I will enndeavour to answer your queries as quickly as I can, |
| however you may be looking at a few days for a reply. |
`._____________________________________________________________________,'
[6]: Disclaimer
--------------------------------------------------
[Last Updated Sunday 15th of February 2004]
By reading this guide, you automatically agree to these terms.
1. All material in this guide is copyright(c) 2004 Michael Sarich. Any
material found used without my permission is plagiarism, and I won't
tolerate it.
2. If you wish to use all or any part or section of this guide, ask me, and I
will almost always let you, provided you give me credit.
3. THIS GUIDE WILL CONTAIN SPOILERS. If you read this guide, and it ruins the
game for you, you have been warned.
4. All trademarks are the property of their respective owners. I am not
affiliated with any of the companies associated with this game, or any other
related indicia.
================================================================================
Part II: About This FAQ
================================================================================
Section Contents:
[1]: FAQ Statistics
[2]: Version History
[3]: Other Works By The Author
_,._____ [1]: FAQ Statistics
| |__ --------------------------------------------------
| | /________________________________________________________________
|________|/ `.
| Civilization III - FAQ/Strategy Guide |
| Author Name : Michael Sarich |
| Email Address : rock1obster@hotmail.com |
| MSN Address : rock1obster@hotmail.com |
| Website Address : None at present |
| GameFAQs Account : LightScribe |
| GameFAQs User ID : 3015769 |
| Contributor Number : 40145 |
| |
| Guide Version : 2.7 |
| Game Name : Civilization III |
| Platform : PC |
| Release Date : Unknown |
| Date Created : Sunday 14th of December 2003 |
| Last Updated : Monday 08th of May 2006 |
| Next Release Schedule : Saturday 10th of June 2006 (Version 3.0) |
| Version File Size : 184,320 Bytes |
| |
`.________________________________________________________________________,'
_________ [2]: Version History
| _____ | --------------------------------------------------
| |2.7 | |_________________________________________________________________
| |_____| | `.
|________,' |
| | Sunday 14th of December 2003 ###,### Bytes |
| Version 1.0 | Finished all of the basic sections of the guide. No |
| | reader submissions yet (obviously!) |
| | |
| |
| | Thursday 08th of January 2004 ###,### Bytes |
| Version 2.0 | Added Neoseeker, IGN and DLH to the list of |
| | acceptable sites. Updated the layout to my new style |
| | Also, look for my upcoming Simpsons Hit And Run guide.|
| | |
| |
| | Thursday 19th of February 2004 ###,### Bytes |
| Version 2.1 | Added the unit and wonders sections. Changed the |
| | layout because I realised how ugly the other one was. |
| | I have added a new appedicies section with a lot of |
| | new information. |
| | |
| |
| | Sunday 29th of February 2004 122,880 Bytes |
| Version 2.2 | Added more tips and tricks, and an FAQ section. |
| | |
| |
| | Tuesday 12th of October 2004 147,456 Bytes |
| Version 2.3 | A major change. Added a lot more stuff, including a |
| | whole heap of user submissions. The update I have |
| | been promising is here. |
| | |
| |
| | Tuesday 04th of January 2005 155,648 Bytes |
| Version 2.4 | The guide is now over a year old. Chnaged my layout |
| | again due to constructive advise over at the FAQ |
| | Writers boards. Updated a lot of visual stuff, |
| | including new art at the top. |
| | |
| |
| | Saturday 15th of January 2006 156,768 Bytes |
| Version 2.5 | Sorry about the delay. I stopped FAQ writing for a |
| | while over an issue between GameFAQs and myself, as |
| | well as all the exciting new game releases around |
| | (F.E.A.R., Civilization IV, Battlefield 2, Quake 4 |
| | etc.) I have now returned to FAQ'ing. Expect version |
| | 2.6 in a few days to a week with a couple more visual |
| | glitches fixed, and version 3.0 in mid March with |
| | around 150kb of content based in Conquests etc. After |
| | that, each revision will be a minor update |
| | (submissions and visual). |
| | |
| |
| | Saturday 06th of May 2006 163,840 Bytes |
| Version 2.6GU | No excuses this time. I really need to pay more |
| | attention to my FAQ'ing or pull out completely. I had |
| | a new FAQ idea, and I decided to go back over my other|
| | works for structure ideas. Every single one of my |
| | guides has a different visual look, and links to |
| | past try-and-fail sites. I was getting turned away |
| | from my inbox due to the amount of junk mail I was |
| | recieving. I have gone and got a new E-Mail address |
| | (rock1obster@hotmail.com). This Global Update is to |
| | go across all my works, and i will update each every |
| | 2 months from now on. |
| | |
| |
| | Monday 08th of May 2006 184,320 Bytes |
| Version 2.7 | My last three updates have basically been making the |
| | first two parts of the guide pretty, and I am very |
| | happy with how it is looking. However, I think that |
| | there are a few areas in the guide that need fixing |
| | too, and these are the sections you read. This update |
| | is mainly a visual on some areas which look poor. |
| | |
| |
`.________________________________________________________________________,'
[3]: Other Works By The Author
--------------------------------------------------
Section under construction/
================================================================================
Part III: The FAQ
================================================================================
By reading further, you automatically agree to the Document License Agreement,
and the Disclaimer.
--------------------------------------------------------------------------------
Chapter I: Setting Up A Game
--------------------------------------------------------------------------------
This chapter will take you through a brief introduction to Civilization III and
teach you about setting up a game. You will also be introduced to the
civilizations, special abilities and game rules.
Section Contents:
[1]: Welcome To Civilization III
[2]: Creating Your World
a. World Size
b. Land Mass And Water Coverage
c. Climate
d. Temperature
e. Age
f. Barbarians
[3]: Civilization Special Abilities
a. Commercial
b. Expansionist
c. Industrious
d. Militaristic
e. Religious
f. Scientific
[4]: Civilizations
[5]: Choosing A Civilization
[6]: Rules And Victory Conditions
a. Allow Domination Victory
b. Allow Diplomatic Victory
c. Allow Cultural Victory
d. Allow Space Race Victory
e. Allow Conquest Victory
f. Allow Civ Specific Abilities
[1]. Welcome To Civilization III
--------------------------------------------------
Civilization III gives you complete control of a civilization and you must
manage every aspect including production, trade, commerce, city improvements,
growth and science. Your decisions will affect how your citizens react to you,
whether they will hold parades in your honour, or riot, and destroy city
improvements. You will race other nations to build wonders of the world
including The Great Wall Of China and the UN Building. Your task is not an easy
one, but it is a possible one.
[2]. Creating Your World
--------------------------------------------------
When you select the New Game option from the main menu, a screen will appear
asking you to customise your world. I will suggest an option for an easy, but
challenging game, but this is just my opinion.
[2]a. World Size
--------------------------------------------------
One thing you will be confronted with is choosing the size of the world you
wish to play on. You will have to choose between Tiny, mall, Standard, Large
and Huge. Each map will allow you to have a different number of
civilizations on the map.
Table 1: Map Sizes
_______________________________________
/ Map Size | Max Number Of Civs \
+------------------+--------------------+
| Tiny | 4 (3 opponents) |
| Small | 6 (5 opponents) |
| Standard | 8 (7 opponents) |
| Large | 12 (11 opponents) |
| Huge | 16 (15 opponents) |
|__________________|____________________|
_____________________________________________________________________________
/ Maurice A. Spiewack (Refardeon@gmx.de) writes... \
+-----------------------------------------------------------------------------|
| The size of the world has a direct impact on some aspects of the game. For |
| example, the number of cities you need for the Forbidden Palace is greater |
| on a huge map, than on a tiny one. The most noticeable aspect is corruption,|
| though; on tiny maps, even cities 'close' to your capital (that is, about |
| one screen) tend to have corruption so high that they become pretty useless |
| for anything but growing settlers and workers. |
|_____________________________________________________________________________|
My Suggestion: Huge (7 opponents)(leave the rest on the next screen as "none")
[2]b. Land Mass And Water Coverage
--------------------------------------------------
You will be able to choose from three types of world, Pangea, Continents and
Archipelago. Each has three different land coverage diagrams. Choose the map to
suit your play style. If you want to be able to have a large empire and trade
early in the game, choose Pangea. If you want a game where your empire may span
over 2 or more islands, choose Archipelago. This however will make the game more
difficult. If you want a happy medium, choose Continents. The three water
coverage diagrams allow you to choose how much of the world is covered by water.
The more water, the less land. i.e. (land% = 100 - water%). Your choice
will also influence the ease of war.
My Suggestion: Pangea (Middle Option)
[2]c. Climate
--------------------------------------------------
The climate affects how much of the land will be desert, and how much of the
land will be rich green land. An arid climate will make desert squares an
abundance, and hence make the game harder. If the climate is wet, more
grassland squares will appear, and the game will become easier. Choosing normal
will produce a happy medium.
My Suggestion: Wet
[2]d. Temperature
--------------------------------------------------
The temperature determines how much of the world will be tundra. The cooler the
temperature, the more tundra squares, the harder the game becomes, especially
if your civilization starts in a tundra area.
My Suggestion: Warm
[2]e. Age
--------------------------------------------------
The age of the world will determine how rough or smooth the terrain is. If you
choose 5 billion, the world will be substantially flat, with few mountains.
Choosing 3 Billion will give you a rugged terrain. Choosing 4 Billion will even
it out. When choosing, remember that Mountain and hill squares produce more
shields, but take longer to mine and traverse.
My Suggestion: 5 Billion
[2]f. Barbarians
--------------------------------------------------
Barbarians are small, unorgranised tribes of ancient era units. They normally
gather in encampments around the map. These encampments can be distinuished by
the thatched rooves and that they are almost always fortified by a warrior, as
well as sometimes up to 10 other units. There is a good side to this. Slaying
Barbarians can increase your unit's experience from anywhere up to Elite
status. Defeating Barbarians does not offer you the ability to become a Great
Leader, so fortify your Elite units until you need them, and get some other low
level unit to rank up to.
Not to be confused with barbarians is friendly cities. Thanks to the advise of
Scottie_theNerd it has been suggested to distinguish clearly between the two.
These friendly encampments can be distinguished by mushroom shaped huts and
yurts. These normally contain random sums of gold, maps for small regions,
a Settler, Warrior or sometimes a Technological Advance. Sometimes though, you
can disturb 3 warriors which will attack you. These are very similar to
Barbarians, except they will not multiply and do not fortify in encampments.
Instead they walk the map preying on helpless cities and units. It is best to
kill these units straight away.
You can set Barbarians to Sedentary, Roaming, Restless or Raging. You can also
select random for a surprise.
My Suggestion: Random
Thanks to Scottie_theNerd for helping me clarify this section.
[3]. Civilization Special Attributes
--------------------------------------------------
Each civilization has two special attributes. These attributes enhance the
civilization's performance in a certain area. Below is a description of each
of these Traits.
________________________________________________________________________
,' `.
| [3]a. | [Starting Tech: Alphabet] |
| Commercial | If you are aiming for an economic victory, a Commercial |
| | Civilization will give you bigger boxing gloves. The |
| - English | Centre city tile produces extra commerce, and each city |
| - French | experiences less corruption. These both give you more |
| - Greeks | money to spend on the more important things like defense |
| - Indians | and science. If you have trouble managing your finances, |
| | a Commercial Civilization may help you out a bit in that |
| | Department. Commercial Civilizations get a boost in the |
| | direction of establishing Embassies, as their starting |
| | tech (Alphabet) leads to Writing. |
| | |
|--------------------------------------------------------------------------|
| |
| [3]b. | [Starting Tech: Pottery] |
| Expansionist | Expansionist Civilizations have an advantage over the |
| - Americans | rest of the world at the start of the game. They are |
| - English | supplied with a sxout at the dawn of time, and are also |
| - Iroquois | granted the ability to train more. With a movement rate |
| - Russians | of 2, the scout is the fastest unit to begin with. The |
| - Zulu | scout can explore the map at a faster rate, and in doing |
| | so, grace your civilization with the wears of friendly |
| | villages (Gold, Techs etc). Once your Civilization knows |
| | the entire map, this unit is rendered useless, so you |
| | have to either Garrison or Disband all of your scouts, |
| | making the trait the least useful of them all. |
| | Expansionist Civilizations start with Pottery, which |
| | lines them up for Map Making in the early game. |
| | |
|--------------------------------------------------------------------------|
| |
| [3]c. | [Starting Tech: Masonry] |
| Industrious | Choosing an Industrious Civilization gives you a |
| - Americans | significant advantage over your opponents. The cities of |
| - Chinese | an Industrious Civilization recieve extra shields. In |
| - Egyptians | addition, Workers work 24% faster, which helps greatly in|
| - French | City Infrastrucure, connecting resources, and of course |
| - Romans | establishing a road trade network. With the extra shields|
| | in the city, and the mines built quicker by your workers,|
| | you can build units, improvements and even Great Wonders |
| | faster. |
| | |
|--------------------------------------------------------------------------|
| |
| [3]d. | [Starting Tech: Warrior Code] |
| Militartstic | Militarism is one of the most beneficial traits to have. |
| - Aztecs | Not only will you be able to build Military Improvements |
| - Germans | slightly faster, the units they produce have a slightly |
| - Japanese | higher chance of advancing after a skirmish. Militaristic|
| - Romans | Civilizations can build Archers from turn 1 as they begin|
| - Zulu | the game with Warrior Code. The game manual states that |
| | Persia is a Militaristic Civilization, but they are in |
| | Industrious and Scientific. |
| | |
|--------------------------------------------------------------------------|
| |
| [3]e. | [Starting Tech: Ceremonial Burial] |
| Religious | Religious Civilizations benefit by building religious |
| - Aztecs | improvements faster. This - in turn - leads to both more |
| - Babylonians| content citizens, and more culture for the city. |
| - Egyptians | Religious Civilizations do not experience any Ararchy |
| - Indians | period between governments. You can also build Temples |
| - Iroquois | from turn 1 with the Ceremonial Burial advance. I would |
| - Japanese | reccomend a religious Civilization for use with a |
| | Cultural Victory. |
| | |
|--------------------------------------------------------------------------|
| |
| [3]f. | [Starting Tech: Bronze Working] |
| Scientific | Scientific is one of the most useful traits. The |
| - Babylonians| Scientific trait will grant you with a free technology |
| - Chinese | each time you advance into a new era. You also get the |
| - Germans | ability to build Educational Improvents faster, which |
| - Greeks | boosts your research. As a bonus, these structures will |
| - Persians | also contribute to your Civilizations Culture. This also |
| - Russians | helps you on the exploration front by making the |
_|___________ | Collosus available for construction on Turn 1. You may |
|_ _ _ _| | also build Spearmen from the word "GO", which helps you |
| | | | | | | Defend your nation. The scientific trait definately has |
| |Civilization | the most to offer. |
| | | | | |_____|____________________________________ |
_| |_| |_| |_ Note `.___________________,'
|_____________| |
| The Industrious and Scientific abilities work very | When choosing a
| well together. Try playing as the Persians. As well | Civilization, the
| as having the strongest unit in the Ancient Age, | traits are a big part
| you will be able to build up you economy, and shield| of the choice. They
| production, which will help you protect your cities | cam affect the entire
| with spearmen from turn 1. | game, especially at
`.___________________________________________________,' the beginning. It is
good to have a favoured
civ, however, if you do not try out different civilizations and traits, you may
get caught out if you play online and cannot select your Civilization if choice.
Thanks to Scottie_theNerd for pointing out 3 areas of questionable and possibly
misleading information.
[4]. Civilizations
--------------------------------------------------
This section contains information on all 16 civilizations.
________________________________________________________________________
,' `.
| Americans - President Lincoln (M) |
| Industrious (Masonry), Expansionist (Pottery) |
| |
| Favoured Government: Democracy Governor Builds Often |
| Shunned Government : Communism - Air Units |
| - Growth |
| Unique Unit : F15 - Production |
| Replaced Unit : Jet Fighter |
| AI Agression: [||| ] |
|--------------------------------------------------------------------------|
| |
| Aztecs - Chief Motezuma (M) |
| Militaristic (Warrior Code), Religious (Cermonial Burial) |
| |
| Favoured Government: Monarchy Governor Builds Often |
| Shunned Government : Democracy - Offensive Land Units |
| - Happiness Improvements |
| Unique Unit : Jaguar Warrior |
| Replaced Unit : Warrior |
| AI Agression: [|||| ] |
|--------------------------------------------------------------------------|
| |
| Babylonians - King Hammurabi (M) |
| Scientific (Bronze Working), Religious (Cermonial Burial) |
| |
| Favoured Government: Monarchy Governor Builds Often |
| Shunned Government : Despotism - Science Improvements |
| - Culture Improvements |
| Unique Unit : Bowman |
| Replaced Unit : Archer |
| AI Agression: [|||| ] |
|--------------------------------------------------------------------------|
| |
| Chinese - Chairman Mao (M) |
| Militaristic (Warrior Code), Industrious (Masonry) |
| |
| Favoured Government: Communism Governor Builds Often |
| Shunned Government : Monarchy - Growth Improvements |
| - Production Improvements |
| Unique Unit : Rider - Science Improvements |
| Replaced Unit : Knight |
| AI Agression: [|| ] |
|--------------------------------------------------------------------------|
| |
| Egyptians - Queen Cleopatra (F) |
| Industrious (Masonry), Religious (Cermonial Burial) |
| |
| Favoured Government: Monarchy Governor Builds Often |
| Shunned Government : Republic - Growth Improvements |
| - Culture Improvements |
| Unique Unit : War Chariot - Production Improvements |
| Replaced Unit : Chariot |
| AI Agression: [||| ] |
|--------------------------------------------------------------------------|
| |
| English - Queen Elizabeth (F) |
| Expansionist (Pottery), Commerical (Alphabet) |
| |
| Favoured Government: Democracy Governor Builds Often |
| Shunned Government : Despotism - Wealth Improvements |
| - Trade Improvements |
| Unique Unit : Man-O-War - Naval Units |
| Replaced Unit : Frigate |
| AI Agression: [||| ] |
|--------------------------------------------------------------------------|
| |
| French - Saint Joan d'Arc (F) |
| Industrious (Masonry), Commercial (Alphabet) |
| |
| Favoured Government: Republic Governor Builds Often |
| Shunned Government : Monarchy - Happiness Improvements |
| - Culture Improvements |
| Unique Unit : Muskateer - Trade Improvements |
| Replaced Unit : Musket Man |
| AI Agression: [| ] |
|--------------------------------------------------------------------------|
| |
| Germans - Chancellor Bismarck (M) |
| Scientific (Bronze Working), Militaristic (Warrior Code) |
| |
| Favoured Government: Republic Governor Builds Often |
| Shunned Government : Communism - Science Improvements |
| - Culture Improvements |
| Unique Unit : Panzer - Offensive Land Units |
| Replaced Unit : Tank |
| AI Agression: [|||||] |
|--------------------------------------------------------------------------|
| |
| Greeks - King Alexander (M) |
| Scientific (Bronze Working), Commercial (Alphabet) |
| |
| Favoured Government: Democracy Governor Builds Often |
| Shunned Government : Despotism - Science Improvements |
| - Culture Improvements |
| Unique Unit : Hoplite - Trade Improvements |
| Replaced Unit : Spearman - Naval Units |
| AI Agression: [||| ] |
|--------------------------------------------------------------------------|
| |
| Indians - Mahatma Ghandi (M) |
| Commercial (Alphabet), Religious (Cermonial Burial) |
| |
| Favoured Government: Monarchy Governor Builds Often |
| Shunned Government : Despotism - Growth Improvements |
| - Culture Improvements |
| Unique Unit : War Elephant - Trade Improvements |
| Replaced Unit : Knight - Wealth |
| AI Agression: [| ] |
|--------------------------------------------------------------------------|
| |
| Iroquois - Chief Hiawatha (M) |
| Expansionist (Pottery), Religious (Cermonial Burial) |
| |
| Favoured Government: Communism Governor Builds Often |
| Shunned Government : Monarchy - Happiness Improvements |
| - Exploration Improvements |
| Unique Unit : Mounted Warrior |
| Replaced Unit : Horseman |
| AI Agression: [|| ] |
|--------------------------------------------------------------------------|
| |
| Japanese - Shogun Tokugawa (M) |
| Militaristic (Warrior Code), Religious (Cermonial Burial) |
| |
| Favoured Government: Monarchy Governor Builds Often |
| Shunned Government : Republic - Happiness Improvements |
| - Offensive Land Units |
| Unique Unit : Samurai - Naval Units |
| Replaced Unit : Knight |
| AI Agression: [|||| ] |
|--------------------------------------------------------------------------|
| |
| Persians - Emperor Xerxes (M) |
| Industrious (Masonry), Scientific (Bronze Working) |
| |
| Favoured Government: Monarchy Governor Builds Often |
| Shunned Government : Democracy - Trade Improvements |
| - Offensive Land Units |
| Unique Unit : Immortals - Wealth |
| Replaced Unit : Swordsman |
| AI Agression: [|||| ] |
|--------------------------------------------------------------------------|
| |
| Romans - Emeror Caesar (M) |
| Militaristic (Warrior Code), Commercial (Alphabet) |
| |
| Favoured Government: Republic Governor Builds Often |
| Shunned Government : Communism - Growth Improvements |
| - Production Improvements |
| Unique Unit : Legionaries - Offensive Land Units |
| Replaced Unit : Swordsman - Defensive Land Units |
| AI Agression: [|||| ] |
|--------------------------------------------------------------------------|
| |
| Russians - Czarina Catherine (F) |
| Expansionist (Pottery), Scientific (Bronze Working) |
| |
| Favoured Government: Communism Governor Builds Often |
| Shunned Government : Democracy - Growth Improvements |
| - Science Improvements |
| Unique Unit : Cossac |
| Replaced Unit : Cavalry |
| AI Agression: [|||| ] |
|--------------------------------------------------------------------------|
| |
| Zulu - Chief Shaka (M) |
| Militaristic (Warrior Code), Expansionist (Pottery) |
| |
| Favoured Government: Despotism Governor Builds Often |
| Shunned Government : Democracy - Offensive Land Units |
| |
| Unique Unit : Impi |
| Replaced Unit : Spearman |
| AI Agression: [|||||] |
|--------------------------------------------------------------------------|
`.________________________________________________________________________,'
[5]. Choosing A Civilization
--------------------------------------------------
When choosing a civilization, you must take into account many factors. For
example, you may be a player that likes to declare war on the first
civilization you come across. So, you would want Archers straight away. If this
is the case, choose a Militaristic civilization. You may want to obtain a high
cultural value, therefore making religious civilizations your best bet. There
are many other styles of play, that each has it's own abilities and
civilizations that cope best. You may also want to be lazy and choose Germany
so you won't have to face them in war, or Russia so you don't have them
ordering you for tribute. You may also have a particular type of unit you
prefer using, and choose a civilization with that type of unit as their unique
unit. If you like tanks, choose Germany. If planes are your style, then America
is your pick. The possibilities are endless, and each individual person is
stronger or weaker with particular civilizations, so you should try them all
before picking one to stay with permanently.
Just as a point of interest, civilizations that share the same cultural group
often start near each other. For example, if you are the Germans, you have more
chance of starting near the English than the Aztecs.
[6]. Rules And Victory Conditions
--------------------------------------------------
Below the civilization selection panel, there is a list of rules and victory
conditions. Each condition has its own strategies, which are discussed below.
[6]a. Allow Domination Victory
--------------------------------------------------
Simply put, the domination victory is what it says. You must control 2 thirds
of the map in order to win. In addition, you can also win if you are the only
civilization standing at any point in time. It's not as easy as it sounds,
especially if the size of the map is at the higher end of the scale.
[6]b. Allow Diplomatic Victory
--------------------------------------------------
To win through means of a diplomatic victory, a ruler must be elected secretary
general through a vote of the United Nations. This is one of the harder victory
conditions.
[6]c. Allow Cultural Victory
--------------------------------------------------
Simply put, the cultural victory initiates a race to make your civilization
the unofficial capital of the world, much like America is in our world. All you
must do to win through the cultural victory is accumulate 100,000 culture
points, and at least double the person with the second highest amount.
[6]d. Allow Space Race Victory
--------------------------------------------------
All you need to accomplish in this victory condition is to be the first nation
to build and launch the spaces ship. It is easier than you think, because you
can build the ship in parts in different cities.
[6]e. Allow Conquest Victory
--------------------------------------------------
To win the game by means of a conquest victory, you must eliminate all of
the other nations on the map. This is the most challenging game play mode, and
I have only passed it twice on Sid difficulty because it takes a lot of
determination and coffee. To win, you almost definitely need to go beyond 2050,
but at the end, it is worth it.
_____________________________________________________________________________
/ Maurice A. Spiewack (Refardeon@gmx.de) writes... \
+-----------------------------------------------------------------------------|
| "This is the most challenging game play mode, and I have only passed it |
| twice because it takes a lot of determination and coffee." |
| |
| I would disagree with that. It depends on your style of playing. If you |
| play agressive, Conquest is not that hard to win. The strategy is simple - |
| crush everyone who is weaker than you, and ally with those stronger than |
| you until later. Of course, this is a pretty risky strategy at the least. |
| Still, you can either win the game pretty fast (late middle-age - early |
| industrial) or at least gain the upper hand quickly. Oh, and of course, |
| the size of the map has a huge impact on this strategy. On maps greater |
| than the default size, I would not recommend this, as the distances are to |
| long for a real blitz until railroads and tanks are invented, and at this |
| point in the game your opponents will be to strong for quick conquest. The |
| key is to keep them under pressure from turn 1 on, but this is not easy - |
| if not impossible - on the larger maps. |
+-----------------------------------------------------------------------------+
| Response: |
| Sorry, that was supposed to read |
| "This is the most challenging game play mode, and I have only passed it |
| twice on Sid (C*) because it takes a lot of determination and coffee." |
|_____________________________________________________________________________|
[6]f. Allow Civ Specific Abilities
--------------------------------------------------
This button toggles whether or not each civilization will have their abilities
and therefore the rewards from them. Turning this off will mean you will have
to research the other 2 technologies your civilization usually starts off with.
--------------------------------------------------------------------------------
Chapter II: Game Basics
--------------------------------------------------------------------------------
This chapter takes you through the basics of Civilization 3. From humble
beginnings to the more advanced basics of keyboard shortcuts and workers. This
chapter is a must read for all beginners and could even have some handy tips
for advanced players.
Section Contents:
[1]: How To Play
[2]: Keyboard Shortcuts
[3]: What Are Turns
[4]: Why Is The Screen Mainly Black
[5]: Building A City
[6]: Tiles
[7]: Resources
[8]: Putting Your Workers To Work
a. Worker Actions
[9]: Eliminating The Enemy
[10]:Combat
[11]:Unit Promotions
[12]:We Love The King Celebrations
[1]. How To Play
--------------------------------------------------
To play Civilization 3, you need to use the mouse. Double click on cities or
units to activate them. Right click on a city, unit or rival unit to bring up a
menu. You will receive gold, and have to climb the tech tree. Good Luck.
[2]. Keyboard Shortcuts
--------------------------------------------------
Like most computer games, Civilization 3 has keyboard shortcuts, or hotkeys to
perform various actions. These are listed below. Some actions have multiple
configurations, which are separated by a slash "/"
Table 2: Keyboard Shortcuts - Unit Movement
___________________________________________________________
/ Action | Key/s \
+---------------------------------+-------------------------+
| Move East | Right Arrow / Keypad 6 |
| Move North | Up Arrow / Keypad 8 |
| Move South | Down Arrow / Keypad 2 |
| Move West | Left Arrow / Keypad 4 |
| Move North East | Page Up / Keypad 9 |
| Move North West | Home / Keypad 7 |
| Move South East | Page Down / Keypad 3 |
| Move South West | End / Keypad 1 |
|_________________________________|_________________________|
_____________
|_ _ _ _|
| | | | | |
| |Civilization
| | | | | |__________________________________________
_| |_| |_| |_ Note `.
|_____________| |
| All of the letters are lower case (i.e B = b), so |
| just hit the key on your keyboard. Some hotkeys |
| require pressing a key and Shift simultaneously, |
| which is equivelant to typing the capital letter. |
`.___________________________________________________,'
Table 3: Keyboard Shortcuts - Unit Orders
___________________________________________________________
/ Action | Key/s \
+---------------------------------+-------------------------+
| Airdrop | A |
| Airlift | T |
| Air Superiority Mission | S |
| Automate Worker | A |
| Automate, Without Altering | Shift + A |
| Pre-existing Improvements | |
| Automate, This City Only | Shift + I |
| Automate, Clean Pollution Only | Shift + P |
| Automate, Clear Forests Only | Shift + F |
| Automate, Clear Jungle Only | Shift + J |
| Bombard | B |
| Bombing Mission | B |
| Build Army | B |
| Build City | B |
| Build Colony | B |
| Build Fortress | Ctrl + F |
| Build Mine | M |
| Build Railroad | Shift + R |
| Build Railroad To | Ctrl + Shift + R |
| Build Road | R |
| Build Road To | Ctrl + R |
| Build Road To, Then Colony | Ctrl + B |
| Clean Up Pollution | Shift + C |
| Clear Forest | Shift + C |
| Clear Jungle | Shift + C |
| Disband | D |
| Explore | E |
| Fortify / Garrison | F |
| Go To | G |
| Hold (Skip Turn) | Spacebar |
| Hurry Improvement | Ctrl + H |
| Irrigate | I |
| Irrigate To Nearest City | Ctrl + I |
| Join City | B |
| Pillage | P |
| Plant Forest | N |
| Re-Base Mission | Shift + R |
| Recon Mission | R |
| Trade Network | Ctrl + N |
| Unload / Load | L |
| Upgrade | U |
| Upgrade All | Shift + U |
| Wait | W / Tab |
|_________________________________|_________________________|
Table 4: Keyboard Shortcuts - City Window
___________________________________________________________
/ Action | Key/s \
+---------------------------------+-------------------------+
| Add To Production Queue | Shift + Left Click |
| Contact City Governors | G |
| Hurry Production | H |
| Load Production Queue | Q |
| Save Production Queue | Shift + Q |
|_________________________________|_________________________|
Table 5: Keyboard Shortcuts - Advisors
___________________________________________________________
/ Action | Key/s \
+---------------------------------+-------------------------+
| Domestic Advisor | F1 |
| Trade Advisor | F2 |
| Military Advisor | F3 |
| Foreign Advisor | F4 |
| Cultural Advisor | F5 |
| Science Advisor | F6 |
|_________________________________|_________________________|
Table 6: Keyboard Shortcuts - Game Stuff
___________________________________________________________
/ Action | Key/s \
+---------------------------------+-------------------------+
| Centre On Active Unit | C |
| Centre On Capital | H |
| Change Government (Revolution) | Shift + G |
| Change Mobilization | Shift + M |
| Clean Up Map | Ctrl + Shift + M |
| Contact Rival Leaders | Shift + D |
| Demographics | F11 |
| End Turn Immediately | Shift + Enter |
| Espionage | E |
| Establish An Embassy | Ctrl + E |
| Go To City | Ctrl + Shift + G |
| Histograph / Score | F8 |
| Locate City | Shift + L |
| Palace | F9 |
| Plant A Spy | Ctrl + Shift + E |
| Spaceship | F10 |
| Toggle Map Grid | Ctrl + G |
| Use Embassy Or Spy | Shift + E |
| Wonders Of The World | F7 |
| Zoom In / Out | Z |
|_________________________________|_________________________|
Table 7: Keyboard Shortcuts - Other Stuff
___________________________________________________________
/ Action | Key/s \
+---------------------------------+-------------------------+
| Change Preferences | Ctrl + P |
| Change Sound Preferences | Shift + S |
| Hide Interface | Del |
| Load Game | Ctrl + L |
| Main Menu | Ctrl + M |
| New Game | Ctrl + Shift + Q |
| Quit | Esc |
| Resign And Quit | Ctrl + Q |
| Retire | Shift + Q |
| Save Game | Ctrl + S |
| Show Game Version | Ctrl + F4 |
| Toggle Horizontal / Vertical | Backspace |
| Buttons | |
|_________________________________|_________________________|
[3]. What Are Turns
--------------------------------------------------
Strategy games come in two categories, Real Time and Turn Based. Real time
games run at a constant speed. A common real time game is Age Of Empires. Turn
based games run in a similar, yet different way to chess. Each team, or in this
case, civilization, is allowed to move each and every one of their units once.
Workers are different, because they take several turns to complete a job. Also,
units, city improvements and even technology take a certain number of turns to
complete. Turns vary in the amount of years they consume in the game. At the
start, a turn is worth 50 years, but when approaching 2050, a turn is only 2
years. There are a total of 540 turns in a game.
[4]. Why Is The Screen Mainly Black
--------------------------------------------------
When you start a game, you are in a small area surrounded by black. This is
simply unexplored map. If you move a unit into the black area, the map will be
revealed. This is called exploring the map. When you are able to trade maps
with your opponents, the black in the area they have knowledge of will vanish.
After a while, the whole map will be visible to you.
[5]. Building A City
--------------------------------------------------
The first unit you will gain control of at the beginning of the game is your
first settler. The settler has the ability to found a city. Once you have built
a city, the settler becomes the first citizen. To build a city, just click the
Build City button. When you start the game, you are going to want to build a
city pretty fast, but you should look for a really good spot for no more than
10 turns, otherwise your civilization will be behind from the start. When
building an additional city, you should consider the following aspects:
-What type of terrain you are thinking of building on. Cities on Tundra squares
will not flourish anywhere near as much as cities on Grassland squares with a
few Bonus Grassland Squares.
-Proximity To The Ocean. If you want to establish overseas trade routes, or
build the seaside wonders early in the game, your city needs to be on a coastal
square, which means the actual city, not the radius must be on a square
adjacent to the sea.
-Resources. If a city has one or more resources within its border, the city
will experience bonuses. If there are strategic resources in the border, and
they are connected, the city and any other connecting cities will be able to
reap the benefits of the resource.
-Proximity To Other Cities. If you build a new city so the border touches that
of another city, when either city grows, that side will not be able to grow. I
usually leave 5 or 6 spaces between two smallest size cities.
The first city you build automatically becomes your Capital City. You can
change your capital city by building a Palace in another city. The capital city
is denoted by an icon, and is automatically changed if your old capital city is
razed or captured.
As a city grows, its borders can expand up to five times. On the first
epansion, the workable coty radius will increase up to two squares from the
city square. From there, the only expansion will be the cities borders. The
two reasons for increasing the city borders is to reach resources or to win
by a Cultural Victory.
Table 8: Tile Types
_____________________________________________________________
/ Expansion Stage | Culture Points | Radius | Borders \
|-------------------+------------------+----------+-----------|
| New City | 0 - 9 | 1 Tile | 1 Tile |
| First Expansion | 10 - 99 | 2 Tiles | 2 Tiles |
| Seond Expansion | 100 - 999 | 2 Tiles | 3 Tiles |
| Third Expansion | 1000 - 9999 | 2 Tiles | 4 Tiles |
| Fourth Expansion | 10000 - 19999 | 2 Tiles | 5 Tiles |
| Final Expansion | 20000 + | 2 Tiles | 6 Tiles |
|___________________|__________________|__________|___________|
Once your city expands a fifth time, you win the game via a Cultural Victory.
If Cultural Victory is disabled, the game will continue as per normal.
Thanks to Scottie_theNerd for pointing out a big error in this section.
[6]. Tiles
--------------------------------------------------
If you turn gridlines on, you will see that the map is divided up into tiles.
The movement rate of a unit shows how many tiles it can move. There are
different types of tiles, each with their own specialties and weaknesses. Below
is a table showing all of the different tile types.
Tile Type: The type of tile.
Movement Cost: Each unit has a movement value. If the unit travels over a
square, the movement cost of that square is subtracted from the
total until the movement value is 0. The value is replenished
next turn.
Defensive Bonus: The unit on the square gains a bonus in the defensive value.
If a unit had 2 defence and a tile had + 10%, the total
defensive value would be 2.2 while on that tile.
Base Tile Yield: As mentioned before, each tile has a certain amount of food,
Shields and Commerce.
Possible Resources: Each tile has different resources that may appear on that
square. The resources are abbreviated according to the key below, and are
explained in more detail in the next section.
Al - Aluminium
Ca - Cattle
Co - Coal
Dy - Dyes
Fi - Fish
Fu - Furs
Ga - Game
Ge - Gems
Go - Gold
Ho - Horses
In - Incense
Ir - Iron
Iv - Ivory
Oi - Oil
Ru - Rubber
Sa - Saltpeter
Si - Silks
Sp - Spices
Ur - Uranium
Wa - Whales
Wh - Wheat
Wi - Wines
Table 9: Tile Types
_________________________________________________________________________
/Tile Type | Movement | Defensive |Base Tile Yield|Possible Resources \
| | Cost | Bonus | | |
|-----------+----------+-----------+---------------+----------------------|
| Coastal | 1 | +10% | 1F, 0S, 2C | Fi |
| Desert | 1 | +10% | 0F, 1S, 0C | In,Oi,Sa |
| Floodplain| 1 | +10% | 3F, 0S, 0C | Wh |
| Forest | 2 | +25% | 1F, 2S, 0C | Dy,Fu,Ga,Iv,Ru,Sp, Si|
|Fresh Water| 1 | +10% | 2F, 0S, 2C | None |
| Lake | | | | |
| Grassland | 1 | +10% | 2F, 0S, 0C | Ca,Ho,Wh,Wi |
| Grassland | 1 | +10% | 2F, 1S, 0C | Ca,Ho,Wh,Wi |
|With Shield| | | | |
| Hills | 2 | +50% | 1F, 1S, 0C | Al,Co,Go,Ho,Ir,In,Sa,|
| | | | | Wi |
| Jungle | 3 | +25% | 1F, 0S, 0C | Co,Dy,Ge,Ru,Si,Sp |
| Mountains | 3 | +100% | 0F, 1S, 0C | Co,Ge,Go,Ir,Sa,Ur |
| Ocean | 1 | +10% | 0F, 0S, 0C | None |
| Plains | 1 | +10% | 1F, 1S, 0C | Al,Ca,Ho,Iv,Oi,Wh,Wi |
| Rivers* | 0 | None | +0F, +0S, +1C | None |
| Sea |f 1 | +10% | 1F, 0S, 1C | Fi,Wa |
| Tundra | 1 | +10% | 1F, 0S, 0C | Fu,Ga,Oi |
|___________|__________|___________|_______________|______________________|
* Rivers are not actual tiles. They can run through any type of tile (except
water tiles), and give a bonus Commerce. They are like a free improvement.
[7]. Resources
--------------------------------------------------
As you can see from above, each tile has different resources. The purpose of
the next section is to explain each resource and outline its bonuses. The
resources yield is broken up by Food (Fo), Commerce (Co) and Production (Pr).
_ ___________________________________________________
`. ,' `.
| | Aluminum |
|___| Strategic Resource Fo Co Pr |
+0 +0 +2 |
Requirements : Research Rocketry |
___ Terrain Types : Hills, Mountains, Desert, Plains |
| | ---------------------------------------------------- |
| | Aluminum is needed to build most Modern Age Ships and|
| | Rockets. Aluminum is a crucial resource if you want |
| | to win via a Space Race Victory. |
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Cattle |
|___| Bonus Resource Fo Co Pr |
+2 +0 +1 |
Requirements : None |
___ Terrain Types : Grassland, Plains |
| | ---------------------------------------------------- |
| | Cattle are a bonus resource and are available from |
| | the beginning. Cattle have a significant bonus - they|
| | yield 2 Food and 1 Production |
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Coal |
|___| Strategic Resource Fo Co Pr |
+0 +1 +2 |
Requirements : Research Steam Power |
___ Terrain Types : Hills, Mountains, Jungles |
| | ---------------------------------------------------- |
| | After you research Steam Power, Coal will be |
| | Scattered around the Map. Coal is important for |
| | to upgrading both your trade route and Navy. |
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Dyes |
|___| Luxury Fo Co Pr |
+0 +1 +0 |
Requirements : None |
___ Terrain Types : Jungles, Forests |
| | ---------------------------------------------------- |
| | Dyes are a luxury which will allow your citizens to |
| | Dye their clothing with appealing designs. This will |
| | make your citizens happier. |
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Fish |
|___| Bonus Resource Fo Co Pr |
+2 +1 +0 |
Requirements : None |
___ Terrain Types : Coast, Sea, Freshwater Lake |
| | ---------------------------------------------------- |
| | Fish offer a reasonable bonus, which is handy for |
| | coastal cities with a lot of water surrounding them, |
| | which usually contributes little yield to a city. |
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Furs |
|___| Luxury Fo Co Pr |
+0 +1 +1 |
Requirements : None |
___ Terrain Types : Tundra, Forests |
| | ---------------------------------------------------- |
| | Furs are a luxury resource which make your citizens |
| | happy by providing them with warm clothing, and in |
| | later ages, coats for the wealthy. |
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Game |
|___| Bonus Resource Fo Co Pr |
+1 +0 +0 |
Requirements : None |
___ Terrain Types : Tundra, Forest |
| | ---------------------------------------------------- |
| | Game has a comparitively low yield, but considering |
| | the terrain they are based around, 1 Food will in |
| | fact be very handy, especially in areas of Tundra. |
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Gems |
|___| Luxury Fo Co Pr |
+0 +4 +0 |
Requirements : None |
___ Terrain Types : Mountains, Jungles |
| | ---------------------------------------------------- |
| | Gems give a staggering yield of 4 Commerce. If you |
| | find Gems on a Mountain tile, Mine and Build A Road. |
| | This will give you a total yield of 4 Pr; 5 Co. |
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Gold |
|___| Bonus Resource Fo Co Pr |
+0 +4 +0 |
Requirements : None |
___ Terrain Types : Hills, Mountains, Jungle |
| | ---------------------------------------------------- |
| | Gold does not add 1 Gold to your treasury per turn. |
| | It adds 4 commerce, which then adds a variable amount|
| | of gold; 10 or more per turn near the end of a game. |
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Horses |
|___| Strategic Resource Fo Co Pr |
+1 +0 +0 |
Requirements : Research The Wheel |
___ Terrain Types : Hills, Grassland, Plains |
| | ---------------------------------------------------- |
| | Horses are a must have if you wish to complete any |
| | military activity in the early years. Mounted Units |
| | have a superior movement rate, making war end faster.|
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Incense |
|___| Luxury Fo Co Pr |
+0 +1 +0 |
Requirements : None |
___ Terrain Types : Hills, Deserts |
| | ---------------------------------------------------- |
| | Incense makes your people happy by providing them |
| | with a variety of fragrances that they can use in |
| | their homes. |
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Iron |
|___| Strategic Resource Fo Co Pr |
+0 +0 +1 |
Requirements : Research Iron Working |
___ Terrain Types : Hills, Mountains |
| | ---------------------------------------------------- |
| | Iron is needed for most units in the middle ages. |
| | Ships, as well as armour and weaponry for your units |
| | mostly use iron. Iron is also required for railways. |
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Ivory |
|___| Luxury Fo Co Pr |
+0 +2 +0 |
Requirements : None |
___ Terrain Types : Plains, Forests |
| | ---------------------------------------------------- |
| | Ivory is a luxury that makes your citizens happier |
| | by provideing them with jewellery and pianos, which |
| | in turn bring music. |
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Oil |
|___| Strategic Resource Fo Co Pr |
+0 +2 +1 |
Requirements : Research Refining |
___ Terrain Types : Tundra, Plains, Desert |
| | ---------------------------------------------------- |
| | Oil is needed to power most modern mechanical units, |
| | including tanks, planes and naval units. Oil also |
| | offers a reasonable tile yield bonus. |
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Rubber |
|___| Strategic Resource Fo Co Pr |
+0 +2 +0 |
Requirements : Research Replaceable Parts |
___ Terrain Types : Jungle, Forests |
| | ---------------------------------------------------- |
| | Rubber is needed to build late Industrial Age and |
| | Modern Era units. It is required in tyres, belts and |
| | even in the outfitting of some foot soldiers. |
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Saltpeter |
|___| Strategic Resource Fo Co Pr |
+0 +1 +0 |
Requirements : Research Gunpowder |
___ Terrain Types : Hills, Mountains, Desert, Tundra |
| | ---------------------------------------------------- |
| | Saltpeter is an essential component in all Middle |
| | Age Armies. It is required by all units equipped |
| | with firearms, including Cavalry and Musketmen. |
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Silks |
|___| Luxury Fo Co Pr |
+0 +3 +0 |
Requirements : None |
___ Terrain Types : Forests, Jungles |
| | ---------------------------------------------------- |
| | Silks provide nice clothing for your citizens, with |
| | various colors and patterns. This produces you a nice|
| | piece of Commerce (3 to be exact). |
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Spices |
|___| Luxury Fo Co Pr |
+0 +2 +0 |
Requirements : None |
___ Terrain Types : Forests, Jungles |
| | ---------------------------------------------------- |
| | Spices provide your citizens with a solution to the |
| | bland meals they were once used to. Spice sales will |
| | generate some Gold for your Civilization. |
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Uranium |
|___| Strategic Resource Fo Co Pr |
+0 +3 +2 |
Requirements : Research Fission |
___ Terrain Types : Mountains, Forests |
| | ---------------------------------------------------- |
| | Uranium is a resource that allows you to build all of|
| | the extreme units (Missiles etc.), as well as some of|
| | the most beneficial buildings in the game. |
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Whales |
|___| Bonus Resource Fo Co Pr |
+1 +2 +1 |
Requirements : None |
___ Terrain Types : Sea |
| | ---------------------------------------------------- |
| | Whales have to be the best resource all round. They |
| | contribute to all three yield types, and they are |
| | found on some of the most useless tiles in the game. |
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Wheat |
|___| Bonus Resource Fo Co Pr |
+2 +0 +0 |
Requirements : None |
___ Terrain Types : Plains, Grasslands, Flood Plains |
| | ---------------------------------------------------- |
| | Wheat does wonders for a cities food levels, and |
| | since it is available straight away, encourages early|
| | population growth. |
| `.____________________________________________________,'
| ___________________________________________________
| ,' `.
| | Wine |
|___| Luxury Fo Co Pr |
+1 +1 +0 |
Requirements : None |
___ Terrain Types : Grassland, Plains, Hills |
| | ---------------------------------------------------- |
| | Wines are a luxury, which will make your citizens |
| | happy, giving them that touch of upper-class living. |
| | Wines genrate Food and Commerce |
_,' `.____________________________________________________,'
[8]. Putting Your Workers To Work
--------------------------------------------------
As the game progresses, you will gat more and more workers. Workers can perform
various tasks. To tell a worker to perform a task, select the worker, and click
the task button at the bottom of the screen. Some tasks will only be available
after you research a certain technology or acquired a certain resource, and
others may only be done on certain terrains.
[8]a. Worker Actions
--------------------------------------------------
Build Colony
=----------=
Requirements - None
Base Turns To Complete - 1
Colonies are useful when a resouce is out of your city borders, and is on land
that is etither on unuseable land, or too far away from your capital, and hence
too much corruption to warrant a city. A colony will claim that resource to your
Civilization, but you will not be able to make use of it until a road connects
it to your trade network.
Building a colony consumes a worker just as building a city does to a settler.
Just like cities, Colonies must be defended, or they risk attack and capture by
rival Civlization.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
Note: Colonies are much like cities such that you must defend them. If you are
at war with another civilization, they will attack any colonies they come
across. This works the other way, because capturing a colony earns you the
resource.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
Clear Forest
=----------=
Requirements - None
Base Turns To Complete - 10
A worker can clear the forest from a square and contribute 10 shields to the
nearest controlled city. The resulting terrain will be Grassland, Plains or
Tundra, depending upon the base terrain beneath the forest.
Clear Jungle
=----------=
Requirements - None
Base Turns To Complete - 16
A worker can clear Jungle from a square revealing either Flood Plains, or
Grassland.
Clear Pollution
=-------------=
Requirements - None
Base Turns To Complete - 24
A worker can clean up pollution in a contaminated square, restoring it from its
former production capacity.
Fortress
=------=
Requirements - Construction
Base Turns To Complete - 16
Units within a fortress enjoy a 50% defensive bonus, as well as a zone of
control.
Irrigation
=--------=
Requirements - None
Base Turns To Complete - 8
Irrigation increases food production. Only squares adjacent to fresh water
(River or Lake) or to another irrigated square may be irrigated. After the
discovery of Electricity, you can irrigate a tile without proximity to fresh
water.
Table 10: Irrigation Effects
________________________________________________________________________
/ Terrain | Normal Food Production | Food Production If Irrigated \
|----------------+------------------------+------------------------------|
| Flood Plains | 3 Food | 4 Food |
| Grasslands | 2 Food | 3 Food |
| Plains | 1 Food | 2 Food |
|________________|________________________|______________________________|
Mine
=--=
Requirements - None
Base Turns To Complete - 12
Mining increases the shield production of a tile.
Table 11: Mining Effects
________________________________________________________________________
/ Terrain | Normal Shield Production | Shield Production If Mined \
|----------------+--------------------------+----------------------------|
| Grassland | 0 Shields | 1 Shield |
| Grassland W/S | 1 Shield | 2 Shields |
| Plains | 1 Shield | 2 Shields |
| Hills | 1 Shield | 3 Shields |
| Mountains | 1 Shield | 3 Shields |
|________________|__________________________|____________________________|
Plant Forest
=----------=
Requirements - Engineering
Base Turns To Complete - 18
After the discovery of Engineering, workers can plant forests in any Grassland
or Plains square. This transforms the square into a normal Forest square.
Railroad
=------=
Requirements - Steam Power, Iron, Coal
Base Turns To Complete - 12
Units moving along a railroad expend 0 movement points and shield production in
a square containing rail is increased by 50%
Workers can build railroads after the discovery of Steam Power, but only if
your civilization has access to the strategic resources Iron and Coal.
Road
=--=
Requirements - None
Base Turns To Complete - 6
Roads increase the output of Commerce, and can be built in any terrain except
water squares. Also, units moving along roads expend one third of a movement
point regardless of terrain type.
Table 12: Road Effects
________________________________________________________________________
/ Terrain | Normal Commerce | Commerce If Road Built \
|----------------+--------------------------+----------------------------|
| Flood Plains | 1 Commerce | 2 Commerce |
| Grassland | 0 Commerce | 1 Commerce |
| Plains | 0 Commerce | 1 Commerce |
| Hills | 0 Commerce | 1 Commerce |
| Mountains | 0 Commerce | 1 Commerce |
| Forest | 0 Commerce | 1 Commerce |
| Jungle | 0 Commerce | 1 Commerce |
|________________|__________________________|____________________________|
[9]. Eliminating The Enemy
--------------------------------------------------
To completely eliminate an enemy, you must destroy or conquer all their cities,
and kill any Settlers belonging to that civilization. If you have taken the
last town, but the civilization is still alive, check the following.
-The civilization may have restarted somewhere.
-The civilization may have a Settler somewhere on the map.
Do not forget to look for ships belonging for the civilization, because the
ship may contain a Settler.
[10]. Combat
--------------------------------------------------
When you attack, or are attacked by, an enemy, a battle is initiated. The
battle is divided into rounds. A random number is picked to decide which unit
loses a hit point. The odds of each unit losing depends on each units attack or
defence values.
Terrains give a defensive bonus, along with fortresses and cities. For example,
if a warrior (1 attack) attacked another warrior (1 defense) in grassland (10%
defensive bonus), there is a greater chance that the defender will win.
[11]. Unit Promotions
--------------------------------------------------
When a unit wins a battle, there is a chance that the unit will obtain an extra
hit point. There are different levels, and the odds are different. The odds
also depend on weather the civilization is Militaristic, and weather the other
unit is a Barbarian or not.
Non Militaristic Civilization vs Barbarian
=----------------------------------------=
Conscript to Regular - 1 in 4
Regular to Veteran - 1 in 8
Veteran to Elite - 1 in 16
Leader Created 0 in 16
Militaristic Civilization vs Barbarian
=------------------------------------=
Conscript to Regular - 1 in 2
Regular to Veteran - 1 in 4
Veteran to Elite - 1 in 8
Leader Created - 0 in 16
Non Militaristic Civilization vs Normal Unit
=------------------------------------------=
Conscript to Regular - 1 in 2
Regular to Veteran - 1 in 4
Veteran to Elite - 1 in 8
Leader Created - 1 in 16
Militaristic Civilization vs Normal Unit
=--------------------------------------=
Conscript to Regular - 1 in 1
Regular to Veteran - 1 in 2
Veteran to Elite - 1 in 4
Leader Created - 1 in 12
[12]. We Love The King Celebrations
--------------------------------------------------
If you see fireworks above a city, it means the the city is celebrating We Love
The King Day (WLTKD). WLTKD lowers corruption in the city holding the
celebration. For a city to hold a WLTKD celebration, the following must be
true.
- The city must be at least size 6 and growing.
- The city must have no resistors or unhappy citizens.
--------------------------------------------------------------------------------
Chapter III: Beyond The Basics
--------------------------------------------------------------------------------
You now have enough knowledge to play a game of civilization, and have a fair
chance of winning. If you want to define that chance, read the next section,
which will teach you everything about becoming an advanced player.
Section Contents:
[1]: Trade Agreements
a. Peace Treaty
b. Mutual Protection Pact
c. Right Of Passage
d. Military Alliance
e. Trade Embargo
[2]: Science
a. Technology Tree
b. The Ages Of Man
[3]: Espionage
a. Embassies
d. Intelligence Agency
c. Espionage Missions
[4]: Governments
a. Types Of Government
[5]: Exploits
[1]. Trade Agreements
--------------------------------------------------
In the trade window, various agreements will appear. This section will show you
what each does.
[1]a. Peace Treaty
--------------------------------------------------
This simply states that you and the second party are at peace. When you first
meet a civilization, you are automatically at peace. Peace treaties can be
re-negotiated when you and the second party are at war.
[1]b. Mutual Protection Pact
--------------------------------------------------
A Mutual Protection Pact lasts for 20 turns. Basically, a Mutual Protection
Pact forces you to go to war with anybody the other civilization is at war
with. The advantage is that the other civilization must back you up if you
engage in war.
[1]c. Right Of Passage
--------------------------------------------------
This agreement states that you and the second party may freely travel through
each other's borders, and over each other's land.
[1]d. Military Alliance
--------------------------------------------------
If you and a second party sign a military alliance against a third party, you
both go to war with the third party. This means, that the civilization you
signed the alliance with, will become your ally.
[1]e. Trade Embargo
--------------------------------------------------
A trade embargo means that you and the person you signed the embargo with will
not trade with a third party.
[2]. Science
--------------------------------------------------
Science is the research and discovery of technology. You designate a certain
amount of funds to science, and research technology. The more science funding,
the quicker you climb the tech tree.
[2]a. Technology Tree
--------------------------------------------------
The technology tree can be found on the Science Advisor screen. The tree shows
you which technologies lead to one another, and allows you to set goals.
[2]b. The Ages Of Man
--------------------------------------------------
In the game, there are four ages. The age determines how your cities, units and
even your own personal sprite look. The ages are as follows.
Ancient Times
Middle Ages
Industrial Ages
Modern Times
To advance to the next age, you must research every technology not marked with
a circle and cross. I still recommend you research everything, because the
non-essential technologies usually make wonders available, which in turn brings
culture.
[3]. Espionage
--------------------------------------------------
Espionage is the ability to check up on other civilizations, and find out what
they are doing.
[3]a. Embassies
--------------------------------------------------
When a civilization learns Writing, it can begin to build it's intelligence
network. The first step is to build embassies in rival capital cities. That
done, you can sign Right Of Passage Agreements and Military Alliances against
third parties.
To establish an Embassy, just right click on your capital city, and click
Embassies. Select the civliization you wish to develop an embassy with. Each
civilization has a different cost to create an embassy. I think that sie,
power and culture all factor into this cost, which is obviously much lower in
the early game.
When your empire has developed a sense of Nationalism, you can engage in Mutual
Protection Pacts and Trade Embargos against third parties.
Embassies cost gold from your treasury to build, and diplomatic missions cost
gold to execute.
Build an embassy by clicking the capital city icon after you have learnt
Writing.
[3]b. Intelligence Agency
--------------------------------------------------
Once your civilization has discovered Espionage, you can build the Intelligence
Agency.
[3]c. Espionage Missions
--------------------------------------------------
Investigate City: This allows you to choose a city and look at its production,
garrison and all other factors.
Steal Technology: Obviously, this allows you to steal a technology off another
civilization.
Steal World Map: This allows you to steal the civilization's world map.
The following require you to have a spy within the civilization.
Steal Plans: This shows you the location of all the civilization's troops.
Initiate Propaganda: This makes the citizens of a rival's city want to join
your civilization.
Sabotage Production: This allows you to destroy all shields that a city has
gathered towards a project.
Expose Enemy Mole: If you think that an enemy has planted a spy in your
civilization, use this to expose it.
[4]. Governments
--------------------------------------------------
In Civilization III you must also choose what type of government your
civilization will operate under. This section is to explain all the different
types.
[4]a. Types Of Government
--------------------------------------------------
Anarchy:
Worker Efficiency - 50%
Hurry Method - None
Corruption / Waste - Catastrophic
Draft Rate - 0
Military Police Limit - 0
Unit Support:
Per Town - 0
Per City - 0
Per Metropolis - 0
Anarchy is not so much a system of government as the lack of one. Your
civilization can sink into Anarchy if the government falls from prolonged
civil disorder, or if you sanction a revolution. Anarchy seldom lasts longer
than a few turns, but during that period, corruption and waste are so high that
no production occurs and no taxes are collected; scientific research comes to a
halt as well. There is no improvement maintenance when a civilization is in
Anarchy.
Communism:
Worker Efficiency - 100%
Hurry Method - Forced Labour
Corruption / Waste - Communal
Draft Rate - 3
Military Police Limit - 4
Unit Support:
Per Town - 2
Per City - 4
Per Metropolis - 8
Under Communism, the government is under the hands of a ruling "party",
controlled absolutely by you, the Chairman. Although Communism allows greater
production than Despotism, the system restricts personal freedoms, limiting
commerce. One positive aspect of Communism is its effect on corruption and
waste: all cities suffer the same, limited effects.
Democracy:
Worker Efficiency - 150%
Hurry Method - Pay Citizens
Corruption / Waste - Minimal
Draft Rate - 1
Military Police Limit - 0
Unit Support:
Per Town - 0
Per City - 0
Per Metropolis - 0
You are elected by the people to rule with their interests at heart. And you
are rewarded by increased commerce and production. However, war weariness is a
significant problem and war must be entered into only after much
consideration.
Despotism:
Worker Efficiency - 100%
Hurry Method - Forced Labour
Corruption / Waste - Rampant
Draft Rate - 2
Military Police Limit - 2
Unit Support:
Per Town - 4
Per City - 4
Per Metropolis - 4
In addition, any city production square which produces more than two food,
shields or commerce in a despotic government instead produces one less.
In Despotism, you rule with absolute power over your subjects, usually enforced
by the military. This system has a tendency to minimize individual freedom and
reduce the efficiency of production efforts.
Monarchy:
Worker Efficiency - 100%
Hurry Method - Pay Citizens
Corruption / Waste - Problematic
Draft Rate - 2
Military Police Limit - 3
Unit Support:
Per Town - 2
Per City - 4
Per Metropolis - 8
Monarchs rule with absolute authority, severely limiting personal and economic
freedom of all citizens except nobility and the rich upper-class. However,
there is a sense among the populace that you rule by sanction of the gods (or
God) and this alleviates many of the production problems found in Despotism.
Corruption and Waste are significant, but are ameliorated to an extent by
loyalty to the king.
Republic:
Worker Efficiency - 100%
Hurry Method - Pay Citizens
Corruption / Waste Nuisance
Draft Rate - 1
Military Police Limit - 0
Unit Support:
Per Town - 0
Per City - 0
Per Metropolis - 0
Under a Republic, you rule over autonomous city-states by consent of the people
through representatives. This allows the people substantial personal and
economic freedoms, producing an increase in Commerce. However, your government
is affected by war weariness, which can cause significant civil disorder
problems in times of war, especially if you are the aggressor.