IIIIIIIIIIIIIIIIIIIII #### III III III ## # III III III ## #### ### ### #### ### #### ####### ## ###### #### ### # # ## ## ## ## ## ## ## # ## #### # ## # ## # # ## # ## ## ## ## ## ## ## ## ## ## ## ## # # ### # ## # ## #### ## ## # ## ## # ######## ## ## # # # ### #### #### ## #### ###### #### ####### ## ## #### #### ### # ## III III III III III III IIIIIIIIIIIIIIIIIIIII ******************************************************************************* **====================================***====================================** ** 1. - FAQ Information ** **====================================***====================================** ******************************************************************************* Game: Civilization III Platform: DOS/Windows (PC) Genre: Strategy Author: TimmyTheRabidTurtle E-Mail Address: [email protected] Last Updated: Tuesday 28th June 2004 Date Created: Sunday 23rd November 2003 Current Version: Version 0.99 FAQ Size (.txt format): 127kb Guide Type: FAQ/Strategy Guide ******************************************************************************* **====================================***====================================** ** 2. - Table of Contents ** **====================================***====================================** ******************************************************************************* 01. FAQ Information 02. Table of Contents 03. Version History 04. Introduction -A. What's New in Civ3? -B. Gameface -C. Civilization For Beginners 05. Civilization Explained -A. Starting Off -B. Managing Your Nation -C. Managing Your Terrain -D. Communicating With Civs -E. Culture -F. Waging War & Battle -G. Routes To Victory -H. Frequently Asked Questions 06. Strategies 07. Appendices: -A. Civilizations -B. Units -C. City Improvements -D. Technological Advances -E. Wonders of the World -F. Governments 08. Copyright Information ******************************************************************************* **====================================***====================================** ** 3. - Version History ** **====================================***====================================** ******************************************************************************* Version 0.99 - Added the Culture section. - Fixed some errors thanks to the GameFAQs CivIII board. Version 0.96 - Completed the Strategies section. Version 0.93 - Added the Governments section. - Did more on the War section. - Did some work on the ASCII in the Technological Advances section. - Changed all the section headers to 79 characters. Version 0.91 - Added section 5.C - Added a new question to the FAQ. Version 0.89 - Added the 'Waging War' section. Version 0.87 - A brief update. Updated some formatting. Forgive me for the lack of updates, please. They are coming soon! First on the list is strategies. Version 0.86 - Added the controls to the Gameface (Introduction) section. - Added the Technology trees to section 7. - Added the Managing Your Terrain section. - Added some Beginner strategies. Version 0.81 - Completed the Wonders of the World section. - Added the Victories section. - Changed the ToC to contain new (larger) sections. Version 0.72 - Bah... I got lazy and frustrated so I decided to post a beta version of this guide... There's still much to do, people, don't worry! - Added FAQ info. - Added base ToC. - Added the 'What's New in Civ3?' section. - Added the Civilization for Beginners section. - Added the Routes to Victory section. - Added the Civilizations section - Added the Units section. - Added the City Improvements section. - Added the Technological advances list. - Added the Credits. - Added the Copyright Information. ******************************************************************************* ******************************************************************************* **====================================***====================================** ** 4. - Introduction ** **====================================***====================================** ******************************************************************************* ******************************************************************************* Ok, EXTREMELY bare information coming up! System Requirements: 300MHz Pentium II processor or better (500MHz recommended) 32mb of RAM (64mb recommended) 4X speed CD-Rom Video card must compatible with DirectX 8.0a. Sound card compatible with Direct X 8.0a Mouse Windows 95, Windows 98, Windows ME, Windows 2000, or Windows XP OS. DirectX 8.0a (on CD) ******************************************************************************* **====================================***====================================** ** 4.A. - Gameface ** **====================================***====================================** ******************************************************************************* Civilization is controlled mainly with a combination of both the keyboard and mouse. However, a mouse is compulsory to play the game, a keyboard is just a luxury (:P). For moving units, I would use the keyboard, and for controlling cities, moving around the screen, and everything else which ISN'T moving units, use the mouse. The keyboard controls are: ****UNIT MOVEMENT CONTROLS**** Up arrow North Down arrow South Left arrow West Right arrow East 7 North West 8 North 9 North East 4 West 6 East 1 South West 2 South 3 South East Space Don't move ****UNIT ORDERS**** D Disband F Fortify G Go to location (choose) A Airdrop P Pillage L Load/Unload W Wait (don't move until the last unit of turn has moved) ****WORKER CONTROLS**** A Automate (Let computer control worker) B Build (colony/city/army/join city) R Build a road M Build a mine N Clear forrest I Irrigate a tile CTRL+F Build a fotress Shift+C Clean up pollution/Plant forest CTRL+C Clear jungle ****AIR MISSIONS**** B Bombing mission R Recon mission Shift+R Re-base Mission S Air superiority mission ******************************************************************************* **====================================***====================================** ** 4.B. - Civilization for Beginners * **====================================***====================================** ******************************************************************************* Civilization is a strategy series, based on the Earth's history, with its characters being the various tribes and civilizations that made a notable difference to life, as we know it. Extremely in-depth, you will either flourish or fall. You will need to explore the planet, manage your nations internal issues, research new technologies, and interact with your surrounding players. Winning, a difficult feat is complete strategy. In the next few sections of this document, I will guide you through the basics of playing this game. Firstly, you will begin the game as a civilization. You can build cities and colonies, which, in turn, can build city improvements, Wonders of the World and units. Units are there to let you explore the world you are in. You can use units just for exploration, or perhaps to fight wars with another civilization you have already come in contact. Wars aside, there are other ways to interact with other nations. Trade is a large aspect of Civ3, as you can gain wealth, resources (use to build certain units/improvements), luxuries (make your citizens happy), maps (the easiest form of exploration), cities, technology and agreements such as Mutual Protection Pacts, Trade Embargos and Military alliances. As you play the game, you will find some nations nearby see you in a different aspect. Some might dislike you, perhaps you could have attacked them in the past, while others may adore you, perhaps because you are kind when you trade with them. The simplest way to improve their thoughts of you is to give them gold for nothing. How your peers see you often plays a part in what your final score is. ********* * Units * ********* There are four types of units to build: Ground, naval, aerial and defenceless. Ground units are usually melee units such as Horsemen, Swordsmen, Riflemen, etc. Naval units are ships or boats. Sometimes they are used to transport units to other land masses, but usually they are used to battle other naval units. Aerial units, thirdly, are used to attack other aerial units, but are mainly used to bombard squares. Defenceless units have the lowest amount. They consist of Settlers, scouts, leaders, workers, etc. Every unit will have a health bar next to them. The amount of bars can be between two and five. Two health points - Conscript unit Three health points - Regular unit Four health points - Veteran unit Five health points - Elite unit Units which are on the Elite status have the opportunity to upgrade to become a Leader. Leaders can load units into one movement to form an army. Armies combine the total health of the varying units and attack together. There is a maximum of three units to one army (four if the Small Wonder, Military Academy, has been build). Also, leaders can be used to hurry production in cities. Once either of these things have happened, however, the Leader cannot be used again. The controls for units are as follows: 7 - North West 8 - North 9 - North East 4 - West 6 - East 1 - South West 2 - South 3 - South East Up arrow - North Down arrow - South Left arrow - West Right arrow - East Space - Stay F - fortify R - Build a road (workers) M - Build a mine (workers) I - Irrigate a tile (workers) Use the buttons onscreen for other movements. *********** * Science * *********** To stay in the game, you will have to research technology and science. Without it, your civilization would rot and eventually soon behind. My advice is to put as much into science as possible, without loosing more than 2 gold per turn. Alternatively, the other strategy of not putting any money into science can be used - instead, just buy it from the other civilizations for whatever money - you can afford it. Science is a huge part of Civilization III. Be sure to stay in the race. ************** * Production * ************** If you look at your cities, you will find they generate three things: money, shields and food. Food is used to increase your population. When you get enough extra food to fill your growth box, population increases by one. Let me remind you, of course, that having your city size one does not mean there is only one person in it. Sometimes, the surrounding terrain of your city does not generate enough food to allow any growth. Solutions include to irrigate the surrounding terrain where possible. Cutting down and jungles or forests allow more space for food to be grown. The best place to produce money for your city is to build roads on the surrounding terrain. Increasing the amount of shields your city generates will allow you to build improvements and wonders faster. Shields are found in such places as forests, mines, etc. Building mines on terrain will increase the amount of shields that tile produces. Keep in mind, however, that only one improvement (mines, fortresses, irrigation, etc) can be built per square. Roads and railroads can be build on any land square, regardless. Also, until Replaceable Parts is discovered, there must be a resource of fresh water nearby in order to build irrigation until Electricity is discovered. ************************** * Resources and Luxuries * ************************** Resources and luxuries are important part in the internal affairs of your nation. Resources are used to build, while luxuries are purely to make your citizens happy. Resources include coal, iron and aluminium, while luxuries would include silks, gold, gems and dyes. Resources, such as coal, are needed to build certain units or improvements. For example, iron is needed to build Pikemen, and horses are needed to build knights. Once you find a resource or luxury, you must, however, build a road to it, mine it or build a colony on it (only if it is outside your nation's boundaries. Use workers to build colonies. Resources and luxuries can be traded with other civilizations. They are expensive, though, so you must be willing to trade much gold for them. Likewise, you will receive a lot of gold/random other stuff in turn for your luxuries and resources. Also keep in mind that it takes only one source of a particular item to feed your entire nation, so you are loosing money, should you choose not to trade. ******************************************************************************* **====================================***====================================** ** 4.C. - What's New in Civ3? ** **====================================***====================================** ******************************************************************************* Civilization 3 is like Civ2, but different (^_^). There are some major changes and some small changes. I will list them out in bullet-point form here. - Civilizations will have pre-set attributes. Go to the 'Choosing a Civ' section for more information. - Units no longer look to their home city for their gold and payment. Your nation now keeps a fund for its entire army. - Settlers can no longer improve terrain. They can only build cities. The new job of improving terrain has gone to a new unit, workers, though workers cannot found new cities. Settlers now cost two civilians to build, while workers cost one. Workers and settlers can also now join cities to make them bigger. - Wonders no longer give as much power to nations when built. For example, the Great Wall no longer compels an attacking nation into offering a peace treaty, it just adds city walls to all your cities. Leonardo's Workshop no longer upgrades your units automatically. Instead it upgrades them for half the cost. - The addition of optional animation to enter your battles is granted. - Your cities now have set borders, which increase as the city's culture grows. Your nation's empire is measured when all your city's borders are combined. - There are now some Civ-specific units, such as the Hoplite (can only be built by the Greeks) and the Panzer (Germany). - The concept of resources works differently now. There are luxuries and strategic resources, luxuries keeping your nation happy, and strategic resources are there to let you build some specific units and city improvements. However, once your civilization has found a source of a certain resource, you can use it for your entire nation, and not just the city nearby. You can now trade resources and luxuries too. - The system of trading has also been revised. Luxuries and strategic resources can now be traded, as well as cities and gold per turn. - The factor of culture has been introduced. Culture, basically, is the impact of your civilization on the world as a whole. Your cities gain a larger culture rating by building buildings such as Libraries, Temples and Coloseums. Building wonders also increases your culture rating. The older those buildings are, the more culture they produce. - The Fundamentalism system of government is gone. - You can now construct armies, which are basically legions of different types of troops combined under a leader. - Units also gain a higher rating, the more battles you fight. Originally, they are created with three bars of health (four if it was built in a city which has a Barracks). You can get as much as five bars of health. The more battles a five-bar unit fights and wins, the quicker it may become a Leader (with which you can create an Army). - Methods of winning have also changed. Given that culture has been introduced, the Cultural victory has been added. This means that your cultural dominance and overall effect on the world is ground-breaking. ******************************************************************************* ******************************************************************************* **====================================***====================================** ** 5. - Civilization Expanded ** **====================================***====================================** ******************************************************************************* ******************************************************************************* ******************************************************************************* **====================================***====================================** ** 5.A. - Starting Off ** **====================================***====================================** ******************************************************************************* Most likely, returning Civilization players won't bother reading a guide to tell them how to begin the game... Beginners, read on. First, after watching the (1337) intro video, you will come upon the main menu. Choose 'Load Scenario' (I'm going to guide you through the game using the Earth's setup to make it easier). Choose the first of the two maps. You will then come upon the Player Setup screen. You may choose the civilization you wish to play as, the civilizations you wish to face, your name, game rules and game difficulty. Your name you can change by clicking on the box below your portrait. For the moment, you should just leave it. Your opponents set the first four as 'Random' and the remainder as 'None'. This will have only four random civilizations competing against you. For the purpose of this tutorial, I will leave only this amount of civs to play against. Under the heading of 'Rules', make sure all are checked to use in the game. Set the difficulty to 'Chieftain', which is the easiest. The civilization you want to compete as is your own choice, but I recommend starting as Greece. To view the list of Civilizations and each of their advantages and disadvantages, view the Appendices. You will always start off with a settler and a worker. The first step in your game is to build your capitol city. Assuming your surroundings are decent enough, found it (B) straight away. Don't dwell on looking for a better spot. It's a huge mistake. As this is your capitol city, you will need to have good surrounding terrain. Preferably, build it on a coast, but generally, you should build it straight away in the situation you immediately find yourself in. When you are taken to the city screen, build first a Hoplite (if you followed my instructions and chose Greece. Otherwise, build a spearman). Then, close the screen. You will be asked what technology you want to research into. A list of varying technologies will appear. Your choice here signifies your first technology to research into. Choose Ceremonial Burial. The other advances in the list are Masonry, Iron Working, Alphabet, Pottery, The Wheel and Warrior Code. Once you've chosen, head to the Advisor screen. The Domestic Advisor will have three buttons which you can slide along three lines at the top. This is used to determine the amount of money going into science, luxuries and the treasury. 100% science, for example, means that you will save no money whatsover, and all your income will be spent on researching technology. Set it to 100% science. Use your worker to check out the surrounding land, but don't make him go so far as to get attacked by Barbarian tribes and don't make it enter any Barbarian villages. Have it irrigate or mine a square adjacent to you capital. When your Hoplite is built, fortify him in the city using F. When the next comes along, continue producing Hoplites, but send this one out around the surroundings to check out the terrain. When you have one more Hoplite built, your capitol should be about three or so in terms of population. When it is, start constructing a Settler. From the land which you've just scouted using the Hoplite and worker, build a city not too far away. Make sure it's in a good strategic position in terms of resources. When it's built, build a road between the two cities with your worker. Start building Hoplites in the second city. When you have two Hoplites in that city, it should be three again in terms of population. Build another settler in that city. Soon enough a window should come up, saying how your mystics (?) have discovered the secret of Ceremonial Burial or something to that effect. When this appears, IMMEDIATELY build a temple in your capital and your second city, depending on how large it is and how quickly it will build it. The reason for doing so is to increase your culture rating from the start. Next, research into Iron Working. When your capital's population reaches four, build another settler. Carry on like this with the cities in your possession until you have about eight colonies in your nation. If you are on a continent alone, you don't have to colonize it as quickly as you would should you be on a continent with other civilizations. But still, try and colonize as quickly as possible without sacrificing the building of any temples. Make sure to build other useful buildings such as granneries, which will double the speed of a population increase. I have prepared the only very start of your conquest towards civilization stardom. Basically, from then on you should build improvements in your cities, but expand it still. Should you come into contact with another civilization, try and get its world map as soon as possible. If it is small, CRUSH 'EM! It pwns when you are on a large continent alone. Anyway, you should be able to take it decently from there. ******************************************************************************* **====================================***====================================** ** 5.B. - Managing Your Nation ** **====================================***====================================** ******************************************************************************* Making your citizens happy is a vital part of Civilization. As you might expect, making sure your country contains people is an essential part in having a powerful nation. Your people will have mood swings also. Generally, citizens are 'Content', which just means they are neither happy nor sad. You can have 'Happy' citizens, 'Unhappy' citizens and 'Resisting' citizens. Resistance happens when a city has just been captured by an opposing force. Garrison some units in the settlement and they will soon lie down. Citizens generally become happy when you build wonders (such as the Oracle, Hanging Gardens) and improvements which generate happiness (such as Temples, Cathedrals). Luxuries, as we discussed, such as Wines, Silks and Ivory, make citizens happy too, though these are often costly when being bought from other Civilizations. Your best bet would be to make do with what you have on your own terrain. Once cities become large, you will find your people saying '100% It's way too crowded'. There's not much you can do about that, except for using the only tricks of building stuff for 'em. If you want to cure this, try building workers or settlers, thus decreasing the population. Of course, there's also the trick up increasing happiness generated per turn by going to the Domestic Advisor screen. However, this might cost a good bit of money, which could be used for science. Moving defensive units into your cities also increases a general sense of security in the settlement, thus lowering the amount of unhappy faces. Resisting civilians isn't much of a bother, as you would generally quell your cities with troops for defensive reasons anyway. The units there will stop the resistance. If you have enough luxury resources (either three or four, I forget) marketplaces double the effect of the resources. I.E. you get two happy faces for the forth luxury resource, two for the fifth, three for the sixth and seventh, and four if you manage to get all eight. Once you have a large empire, getting upwards of five of the luxury resources are almost a necessity. Even if you have to pay for them with gold or techs or your own extra lux resource or a strategic one (oil, iron, horses, etc).... Civil disorder will break out when the amount of unhappy civilians outnumbers the amount of happy ones. Stop this by increasing the happiness generated inside that particular city. If civil disorder is a real problem for your civilization, however, you might want to raise the level of direct happiness generated in your nation (again, do it through the Domestic Advisor screen). ******************************************************************************* **====================================***====================================** ** 5.C. - Managing Surrounding Terrain ** **====================================***====================================** ******************************************************************************* The surrounding terrain in your empire is a resource waiting to be used. There are various types of terrain, often depending on how far you are from the equator. On or around the equator, you should generally come across desert. Desert is dry and barren, and offers little in the line of production, commerce or food. A little north or south of that, you will come across plains, which are much more profitable in all three areas. Close to that, you will find grasslands, flood plains, plains, jungles and perhaps forests. Grasslands produce a lot of food and shields, especially when irrigated. Flood plains produce about the same as grasslands. Be wary, however, that flood plains contract disease -- you can loose soldiers, workers and even civilians through having them work on flood plains. Plains are average in terms of food production. Jungles also contract disease to your people, so don't send them to work in jungles very often. When cleared, jungles turn into flood plains. Forests produce less food than a cleared tile would, but produce more shields. When cut down, forests will send about ten shields into the nearest friendly city and will then turn into grasslands. The best food-producing tile in the game is flood plain with wheat. Get! Note that there are two types of grasslands - "Bonus" and regular. The regular kind produces two food pieces, while the bonus kind produce an extra sheild. In general, you should irrigate the regular types and mine the bonus ones. You will find tundra towards the north. Often, there is forest and hilly terrain nearby. Tundra gives little in the line of food or production, but it can be mined. It can not, however, be irrigated. Water, as you might expect, lies off the coasts. However, there are three types of water: coast, sea and ocean. Sea is close to land, ocean is deep water far from land and coast is water which has a border with land. No shields are produced in water. Only food and commerce. I'd also like to point out that forests, hills and jungles are tougher to move through than other, more open terrain. Resources are littered throughout the land. They assist you in building units, city improvements and wonders. They can even be used as a valuable trading source. There are the following resources, though in order for some to be seen on the map, certain advances have to be discovered: __________________________________________________________ | Resource | Advance | Food | Shield | Commerce | |�����������|�������������������|������|��������|����������| | Aluminium | Rocketry | 0 | 2 | 0 | | Coal | Steam Power | 0 | 2 | 1 | | Horses | The Wheel | 0 | 0 | 1 | | Iron | Iron Working | 0 | 1 | 0 | | Oil | Refining | 0 | 1 | 2 | | Rubber | Replaceable Parts | 0 | 0 | 2 | | Uranium | Fission | 0 | 2 | 3 | | Saltpeter | Gunpowder | 0 | 0 | 1 | |___________|___________________|______|________|__________| Some resources, such as iron, can only be found in mountains and hills. Also keep in mind that resources can become depleted, void of all of that resource. Sometimes, resources can be discovered nearby too. Luxuries are also scattered throughout the land. These will take the form above the land. These will also, like resources, increase the amount of shields/resources/commerce produced in that certain square. These are the following resources: _____________________________________ | Luxury | Food | Shield | Commerce | |����������|������|��������|����������| | Dyes | 0 | 0 | 1 | | Furs | 0 | 1 | 1 | | Gems | 0 | 0 | 4 | | Incense | 0 | 0 | 1 | | Ivory | 0 | 0 | 2 | | Silks | 0 | 0 | 3 | | Spices | 0 | 0 | 2 | | Wine | 1 | 0 | 1 | |__________|______|________|__________| There are, along with resources and luxuries, bonus luxuries. Unlike the previous two, however, you cannot trade bonus luxuries. _____________________________________ | Luxury | Food | Shield | Commerce | |����������|������|��������|����������| | Cattle | 0 | 0 | 4 | | Fish | 2 | 0 | 0 | | Game | 2 | 0 | 1 | | Gold | 2 | 1 | 0 | | Whales | 1 | 1 | 2 | | Wheat | 1 | 0 | 0 | |__________|______|________|__________| I would recommend you to either mine or irrigate the land tile on which the resource is. This will bring in the maximum of money, food and production. Also, you can't trade an item or actually call it 'yours' until it has been mined and a road runs to it. If you want to use a resource/luxury which is outside your boundaries, you can have a worker build a colony on it, and then build a road to it. However, if a nation's boundary swells so that the resource is covered, you will loose it and a fortress will be left in its place. Remember, also, that pollution can be a huge problem in the latter stages of the game. That is the downside to improving and using terrain. Cities with high amounts of production shields will generate pollution, as well as cities which have large populations. To lessen pollution, build hydro and solar power plans in place of coal and nuclear plants. Build recycling plants and mass transit too. The Hoover Dam, also, buts a Hydro Dam in every friendly city on the continent. ******************************************************************************* **====================================***====================================** ** 5.D. - Communicating With Civs ** **====================================***====================================** ******************************************************************************* You will notice, during your playing of Civilization III, that you will encounter varying tribes and civilizations. Of course, you can declare peace or wage war upon them, depending on their strength. Trading is a massive factor in Civ3. One of the first things you should do is get all the world maps you can. Trade for technology too. One thing to note when trading technology is that civilizations often trade amongst themselves. If you trade a certain technology to one tribe, more than likely others will soon have that knowledge. Therefore, if you trade a scientific advance to one tribe, trade it to them all. While you may not get much off some, if you leave it, you won't get anything. Trading science is a great way to get capital. Some things available to trade are: Maps: ====== This will give the map of all the land you have discovered thus far as well as the positions of all of your units. Territorial Map gives the location of all your cities as well as your unit positions. Gold: ====== You can trade gold in two ways: Per Turn, which gives a set amount of gold to the receiver every turn for twenty turns, or lump sum, which gives a single sum of gold to the receiver (the maximum amount of gold that can be traded is the total of your civilization's treasury). Communications: ================ Communication to other tribes can be traded. This means that you don't have to bother going out to search for the new tribes, you can just trade the ability to speak with them. Units: ======= Sometimes, units such as Workers can be traded. This will transport the enemy's worker to your capitol city under the title of, for example "English worker". Foreign workers are not as effective as national ones, bear in mind. They take twice as long to complete tasks. Technology: ============ Trading Scientific Advances is a pretty big income for any civilization. There are two ways to participate in the field of science. The first way is to go all out for science and base all your income on the benefits of trading science to other civilizations. The second way is to spend nothing on science and get all your technology from trading your endless amount of gold in your treasury to other civilizations in exchange for knowledge. The second way is the riskier and you will never be ahead of any one else. Of course, you could just settle for a happy medium :P Resources: =========== Resources are a larger part than ever in CivIII. You will need resources to build the strongest units and to build certain wonders and improvements. Some resources you will not find in your own territory and will have to trade (or wage war) for. Luxuries: ========== Luxuries offer little aside from making your civilians happier. You will get much gold for trading them though. Cities: ======== Trading cities is a good way to expand your empire. However, civilizations will only trade their cities if they are on the verge of getting being completely eliminated by an aggressor and are looking for a Peace Treaty. Aside from that, tribes will not trade cities. Military Alliances =================== Alliances are tough to strike up. Your best bet is to begin a war on a nation. If the war goes well, other nations will accept alliances easier against that nation. And so, you can get much of the world attacking a single nation. Trade Embargoes ================= Trade Embargoes work much the same as alliances in terms of how to get them only without the physical contact. Mutual Protection Pacts ======================== Mutual protection pacts... A love/hate situation. They will have your civilization go to war on any aggressor that fucks with the pact-ed. ******************************************************************************* **====================================***====================================** ** 5.E. - Culture ** **====================================***====================================** ******************************************************************************* As you play the game, you will find cities generate culture. Culture is the amount of awe your civilization generates. It is generated by Temples, Cathedrals, Colosseums, Palaces, Libraries, Universities and Wonders. Each will give you a certain amount of culture per turn, which will add up to form your total culture rating. Culture is pretty vital, as your cities will expand their boundaries after they reach certain limits, and as a result, will have your empire cover more area. Culture is a form of victory too. If any of your cities gets a culture rating above 20,000, you win the game. Likewise, if your entire empire gets a rating above 100,000, you win the game. Culture can help you expand your empire. If you have a settlement next to a settlement of another race, a high culture rating my have that nearby city turn to your nation. This is extremely useful if you wish to gain a ground on another shore without waging war. ******************************************************************************* **====================================***====================================** ** 5.F. - Waging War ** **====================================***====================================** ******************************************************************************* War is, in my opinion, the most exciting aspect of civilization. It will require a lot of units, however, so you will have to gather a lot of troops (and ships, if you are attacking another continent) for many turns beforehand. Of course, it will depend on the size of the opposing cities and the size of the nation on how much you will need. A general rule of thumb is to have more units than the other civilizations in the game. Army units are your salvation in war, so keep many of them if you can. Be careful when waging war. A mistake many players make is to empty their cities of all but the mandatory fortified units when invading another nation. Have a good balance between defensive units and attacking units. Never, repeat: NEVER COMPROMISE YOUR DEFENCE FOR ATTACK. If you happen to fuck up and loose a lot of your forces, your border cities will be prey to attack and possible takeover and your entire empire could be under threat. Basically, you're risking a lot. When forming your forces, make sure to have them accompanied by defensive units which you can fortify in captured cities as you battle. It is hell trying to defend a nation of cities when they have one horseman or knight in each one. Be logical. Also, do your best to have all your units in position at the same time. Bombarding is useful, but it does destroy some mines/roads/irrigation that you could use yourself once the war is over. Should you, at any point, begin to loose, return to your fortified cities and await reinforcements. You don't want your army defeated thoroughly and the war turned against you, though it is very tempting to continue. Be wary of wars across continents. These are very hard to maintain as an aggressor. Having your own nation get invaded, however, should generally be easy to mop up. Be sure to keep units spread out over all the terrain in your nation to prevent sneak attacks. **====================================***====================================** More About Combat **====================================***====================================** Battles are... random, to say the least. You may wonder why sometimes puny warriors defeat your cavalries. In Civ3, every unit has a chance of defeating its opposition. The odds of your unit winning depends on this formula: Offensive Unit's Attack Strength ---------------------------------------------------------------- (Offensive Unit's Attack Strength + Defender's Defence Strength) Thus, in a battle involving a Swordsman attacking a warrior, the swordsman has a 75% chance of defeating the warrior. This is seen in here: 3 --- 3+1 BTW, thanks to Dan Simpson's FAQ for that information. You may notice as you play that some units have more health points than others. This is because there are varying ranks for each unit. Conscription - 2 health points (Only Barbarians and drafted units can be this rank) Regular - 3 health points (a city without a barracks builds this type) Veteran - 4 health points (cities with barracks build these) Elite - 5 health points Units which are on the Elite status have a 1/12 opportunity to upgrade to become a Leader. Leaders can load units into one unit to form an army. Armies combine the total health of the varying units and attack together, thus being great units. There is a maximum of three units to one army (four if the Small Wonder, Military Academy, has been build). Also, leaders can be used to hurry production in cities. Once either of these things have happened, however, the Leader cannot be used again and will disappear. ******************************************************************************* **====================================***====================================** ** 5.G. - Routes To Victory ** **====================================***====================================** ******************************************************************************* There are six routes to victory in Civilizations. These are Democratic victory, Conquest victory, Cultural victory, Space Race victory, Domination Victory and finally, Histograph Victory. ************************** * I - Democratic Victory * ************************** The Democratic Victory is the easiest to achieve, though you will have to resist the temptation of kicking other civilization's asses in order to achieve it. Basically, you need the respect and adoration of your civilization neighbours. What happens is that, when the United Nations wonder has been built, it gathers to vote at regular intervals. In order to be considered for the electory council, you must control 25% of the world's population or 25% of the world's territory, but keep in mind that if you build the United Nations wonder, you get a permanent position in the council. Also, there must always be more than one candidate, so if there is only one nation which meets the required standards, the civilization with the next highest population will join the race. ************************* * II - Conquest Victory * ************************* The conquest victory is simply put, but tough to do. Basically, you must destroy every other civilization in the world and thus become the last civilization in existence. This victory route is hard, but it is a lot of fun. It is extremely tough in the harder difficulty levels, but once you get some of the other civilizations on your side, you will have an easier time, though be wary that the other civilizations will capture some cities, and thus increase their territory. ************************** * III - Cultural Victory * ************************** The Cultural victory is a completely new aspect to Civilization 3. Basically, you have to be the biggest influence on the world. You will notice your cities now have cultural ratings and receive culture for building city improvements as Temples, Cathedrals, Libraries, etc. This is probably the best way to try and win. You must amass over 20,000 cultural points in one single city to win or gain 100,000 cultural points overall. For the latter of the two, however, no civilization can have more than half of your overall total. Here is a handy table for cultural city advance I found at CivFanatics.com (thanks!). ___________________________________________________ | | | | | City Radius | Cultural Points | Expansion | |_____________|_________________|___________________| | | | | | 1 | 0 | Initial Stage | | 2 | 10 | 1st Expansion | | 3 | 100 | 2nd Expansion | | 4 | 1,000 | 3rd Expansion | | 5 | 10,000 | 4th Expansion | | 6 | 20,000 | Cultural Victory! | |_____________|_________________|___________________| Again, thanks to CivFanatics.com for the excellent service provided. *************************** * IV - Space Race Victory * *************************** The Space Race victory is where you make a spaceship from various parts and launch it. Usually, it lands on a mysterious planet in another system, where life is set up. You must first build the Apollo Program to start building a ship, however. There are ten parts to build. The Cockpit, Docking Bay, Fuel Cells, Planetary Party Lounge, Exterior Casing, Engine, Thrusters, Life Support Machine, Stasis Chamber and Supply/Storage. ************************** * V - Domination Victory * ************************** Domination victory is where one civilization controls 2/3 of the world's land, and 2/3 of the world's population. Try a combination of Cultural influence and military influence and interference to gain this. *************************** * VI - Histograph Victory * *************************** The Histograph victory only happens at the end of a game (or at retirement) when no civilization has been victorious throughout the game. It averages your score from the four ages and gives you a final score. The civilization with the highest score wins the game, obviously. ******************************************************************************* **====================================***====================================** ** 5.H. - Frequently Asked Questions ** **====================================***====================================** ******************************************************************************* Q: I've destroyed all the cities from a civilization but the computer says they aren't completely eliminated. What now? ------------------------------------------------------------------------------- - Obviously, you haven't destroyed everything. A civilization can still live if it has a settler on the map. Sometimes, however, civilizations may find a remote island to build a city on. I know, for example, a game I was playing in which an enemy of mine had been destroyed except for a single city which was built on a one-square island. Thus, I had to wait until I discovered Marines to capture it. Q: How do I get We Love the King day in my cities? ---------------------------------------------------- We Love the King Day is a celebration that happens in a city which has no unhappy or resisting citizens, is above population level six and is still growing. We Love the King Day lowers corruption in the city it is celebrated in. Q: Is there any advantage to razing captured cities? ----------------------------------------------------- :/ Not much, if any. All civilizations will hate your soul until the stars die. Granted, allied military civilizations like to see the blood, but after the alliance is cancelled, they will hate you like the others. The only reason to raze a city is if you are fighting a war and there is no chance the city will stay within your grasp. Q; What are the classifications for settlement size? ----------------------------------------------------- 0-6 = Town 7-12 = City 12+ = Metropolis Q: What are the varying difficulty levels, and what level should I play at? ----------------------------------------------------------------------------- As described by the instruction manual, here are the six levels: Chieftain: This is the easiest level recommended for first-time players. Warlord: Warlord level best suits the occasional player who doesn't want to difficult a test. Prince: At this difficulty level, everything comes much less easily and your rivals are significantly better at managing their empires. You need some experience and skill to win. Monarch: Experienced and skilled players often play at this level, where the rafty enemy leaders and the unstable attitude of your citizens combine to present a significant challenge. Emperor: This level is for those who feel the need to be humbled. Your opponents will no longer pull their punches; if you want to win, you'll have to earn it. Deity: This is the ultimate Civilization challenge, for those who think they've learned to beat the game. You'll have to give a virtuoso proformance to survive at this level (and yes, it is possible--theoretically--to win on Deity level). Good luck! This pretty much explains it. If you do pretty well in a certain level, it is usually safe to move on to the next. ******************************************************************************* ******************************************************************************* **====================================***====================================** ** 6. - Strategies ** **====================================***====================================** ******************************************************************************* ******************************************************************************* Beginners to the game should always play on Chieftain the first few times. You will learn quickly after your first game. Though, on your first turn you should do well enough to have a decent foothold in the game, and your nation should NOT be destroyed. If it is, you are certainly a weak player. Be wary when you make war upon an opponent. Someone of a greater strength than you will be often tough than you. Go to either the Foreign Advisor or Military Advisor screen and see how your army compares to theirs. If you have a larger force, build it up a bit before attacking. Waging war on a continent which you do not have a strong hold on is quite tough, and should be avoided if possible. Colonize some of the land first and build a sort of "capital" for that continent. If you do have a decent foothold and have cities which can produce units quickly, then you should prepare a little before going to war. You will need to build two types of units - the strongest defensive possible and the strongest attacking possible. Use the attacking units to defeat the defenders, and, once the city has been captured, use the defensive units to fortify the settlement. Often, players take cities with units strong on the attack, but then have no defence once the city has been taken. This is one mistake you might get away with in the first two difficulty levels, but you will be punished in the harder levels. Navy power isn't very important here, and air units have lost some of their usefulness from Civ3. They no longer fly as they want around the screen, but they are based in a city and launch attacks from there. They can be useful, but stick mainly to ground units. Naval units, IMO, are useful just for transportation, though it is a good strategy to try and down an enemy transport full of troops. Culture is your friend. Culture can be a huge advantage at points in the game. For example, if you are on a large Pangea continent, your nation could have enough culture to cause another nation's city to defect to your empire and abandon rule from its previous possessor. This is the best way to get a city, as the opposing nation will not get angry at it, and no military action is needed. In accordance with the above, it is important to build a culture-generating improvement (such as Temples, cathedrals, colosseums, universities) as soon as possible once you build a new city on a land different from your main stronghold. This culture will increases your city's size, and you could stand a chance of some nearby opposing cities defecting to your side. Destroy the weak. Befriend the strong and mighty. Small civilizations will crumble if you join alliances against them with other strong nations, simply, unable to handle the task of fending themselves from the mighty. Be wary of Mutual Protection Pacts. Find out who has protection pacts with who before you attack them, because there have been many times where I have forgotten about them, attacked a nation, and then the whole world declares war on me - not fun. If you trade technology with other civilizations, trade it to all of them. Otherwise they will just get the technology via trade with another country, and thus you receive no money for letting loose that information. ******************************************************************************* ******************************************************************************* **====================================***====================================** ** 7. - Appendices ** **====================================***====================================** ******************************************************************************* ******************************************************************************* ******************************************************************************* **====================================***====================================** ** 7.A - Civilizations ** **====================================***====================================** ******************************************************************************* As part of Civ3's system of granting a personality to each nation, they have included a system to introduce one of six characteristics. Those are: Expansionist, Scientific, Religious, Industrial, Commercial and Militaristic. Each civilizations has a combination of two of these attributes. Also, to further the character of each nation, they also have varying rates of aggression. For example, the Aztecs will become aggressive quicker than the Indians would. Expansionist: ============== This means that your civilization's instincts are to expand and cover a larger area than is current. An example of an expansive nation would be England. An expansionist civilization receives Pottery as a free technological advance. In addition to this, your civ will also gain better prizes for raiding Barbarian villages and it will begin the game with a free scout. Commercial: ============ Commercial civilizations dwell upon making money and increasing profit. It will allow you Alphabet as a free technology. They will also gain extra commerce in your city centre and lower corruption. An example of a commercial civilization is India. Militaristic: ============== Militaristic civilizations, as you might expect, prefer military action to diplomatic discussion. There are two free technological advances to choose from though - The Wheel or Warrior Code. Also, military city improvement costs are decreased and your units are more likely to receive promotions. An example of a militaristic nation would be Rome. Industrious: ============= Industrious civilizations prefer to produce and build their civilization's cities. The free technology granted is Masonry. IN addition, your nation's workers work faster on terrain and extra shields are produced in the city centre. An example would be America. Religious: =========== Religious nations have religion as an extremely important part of their lives. This can lead to advantage in civilization. Religious countries begin the game with Ceremonial Burial. Also, production costs are decreased for religious city improvements such as temples and there is no period of Anarchy during which you change governments. An example of a Religious civilization would be the Aztecs. Scientific: ============ Science plays and important part of a nation's development. Your civilization will need to embrace with technology in order to become stronger and the most lethal nation. Scientific civilizations place a large emphasis on this. They take Bronze Working as the free technological advance, while at the beginning of each era, they also take a free random technology. Scientific city improvements are also reduced in cost. An example of a Scientific civ would be Greece. ***-------------*** Americans ***-------------*** Leader: Lincoln Capital: Washington Characteristics: Expansionist, Industrious Unique Unit: F-15 Fighter Replaces: Jet Fighter ***-------------*** Aztecs ***-------------*** Leader: Montezuma Capital: Tenochtitlan Characteristics: Militaristic, Religious Unique Unit: Jaguar Warrior Replaces: Warrior ***-------------*** Babylonians ***-------------*** Leader: Hammurabi Capital: Babylon Characteristics: Scientific, Religious Unique Unit: Bowman Replaces: Archer ***-------------*** Chinese ***-------------*** Leader: Mao Tse-Tung Capital: Beijing Characteristics: Militaristic, Industrious Unique Unit: Rider Replaces: Knight ***-------------*** Egyptians ***-------------*** Leader: Cleopatra Capital: Thebes Characteristics: Religious, Industrious Unique Unit: War Chariot Replaces: Chariot ***-------------*** English ***-------------*** Leader: Elizabeth I Capital: London Characteristics: Commercial, Expansion Unique Unit: Man-o-War Replaces: Frigate ***-------------*** Germans ***-------------*** Leader: Bismark Capital: Berlin Characteristics: Militaristic, Scientific Unique Unit: Panzer Tank Replaces: Tank ***-------------*** Greeks ***-------------*** Leader: Alexander Capital: Athens Characteristics: Commercial, Scientific Unique Unit: Hoplite Replaces: Spearman ***-------------*** Indians ***-------------*** Leader: Gandhi Capital: New Delphi Characteristics: Commercial, Religious Unique Unit: War Elephant Replaces: Knight ***-------------*** Iroquois ***-------------*** Leader: Hiawatha Capital: Salamanca Characteristics: Mounted Warrior Unique Unit: Horseman Replaces: Expansionist, Religion ***-------------*** Japanese ***-------------*** Leader: Tokugawa Capital: Tokyo Characteristics: Militaristic, Religious Unique Unit: Samurai Replaces: Knight ***-------------*** Persians ***-------------*** Leader: Xerxes Capital: Persepolis Characteristics: Industrious, Scientific Unique Unit: Immortals Replaces: Swordsman ***-------------*** Romans ***-------------*** Leader: Julius Caesar Capital: Rome Characteristics: Militaristic, Commercial Unique Unit: Legion Replaces: Swordsman ***-------------*** Russians ***-------------*** Leader: Catherine Capital: Moscow Characteristics: Cossack Unique Unit: Cavalry Replaces: Expansionist, Scientific ***-------------*** Zulus ***-------------*** Leader: Shaka Capital: Zimbabwe Characteristics: Militaristic, Expansionist Unique Unit: Impis Replaces: Warrior ******************************************************************************* * **====================================****====================================* * ** 7.B. - Units ** **====================================****====================================* * ******************************************************************************* * Unit Name: The name of the unit how it appears in the game. Cost: The cost of production of that unit in shields. ADM(T): Attack power, Defence power, Moves per turn, (Transport Capacity) Strategic Resources: Any resources required to produce this unit. Limited To: If the unit is limited to a certain civilization. _____________________________________________________________________________ | | | | | | | Unit Name | Cost | ADM(T) | Strategic Resources | Limited to | |_________________|______|___________|__________________________|_____________| | | | | | | | Aegis Cruiser | 120 | 12.12.5 | Aluminium, Uranium | | | Archer | 20 | 2.1.1 | | | | Army | 200 | 0.0.1(3) | Leader/Military Academy | | | Artillery | 60 | 0.0.1 | | | | Battleship | 200 | 24.20.4 | Oil | | | Bomber | 100 | 0.2.0 | Oil | | | Bowman | 20 | 2.1.2 | | Babylonians | | Caravel | 40 | 1.2.3(4) | | | | Carrier | 160 | 2.8.5(4) | Oil | | | Catapult | 20 | 0.0.1 | | | | Cavalry | 60 | 6.2.3 | Horses, Saltpeter | | | Chariot | 20 | 1.1.2 | Horses | | | Cossack | 60 | 6.3.3 | Horses, Saltpeter | Russians | | Cruise Missile | 50 | 0.0.1 | Aluminium | | | Destroyer | 120 | 16.12.6 | Oil | | | Explorer | 20 | 1.1.2 | | | | F-15 | 100 | 10.8.0 | Oil, Aluminium | Americans | | Fighter | 80 | 4.4.0 | Oil | | | Frigate | 60 | 2.2.4 | Iron, Saltpeter | | | Galleon | 60 | 1.2.4(6) | | | | Galley | 30 | 1.1.3(2) | | | | Helicopter | 80 | 0.4.0(2) | Oil, Rubber | | | Hoplite | 20 | 1.3.1 | | Greeks | | Horseman | 30 | 2.1.2 | Horses | | | ICBM | 300 | 0.0.0 | Aluminium, Uranium | | | Immortal | 30 | 4.2.1 | Iron | Persians | | Impi | 20 | 1.2.2 | | Zulu | | Infantry | 90 | 8.12.2 | | | | Iron Clad | 80 | 4.4.3 | Coal | | | Jaguar Warrior | 10 | 1.1.2 | | Zulu | | Jet Fighter | 100 | 8.8.0 | Oil, Aluminium | | | Knight | 70 | 4.3.2 | Iron, Horses | | | Leader | n/a | 0.0.3 | Victory | | | Legionary | 30 | 3.3.1 | Iron | Romans | | Longbowman | 40 | 4.1.1 | | | | Man-o-War | 60 | 3.2.4 | Iron, Saltpeter | British | | Marines | 100 | 10.8.1 | Oil, Rubber | | | Mech Infantry | 110 | 12.20.3 | Oil, Rubber | | | Modern Armour | 120 | 24.16.3 | Oil, Aluminium, Rubber | | | Mounted Warrior | 30 | 3.1.2 | Horses | Iroquois | | Musket Man | 60 | 2.4.1 | Saltpeter | | | Musketeer | 60 | 3.4.1 | Salpeter | French | | Nuclear Sub | 160 | 8.6.4(1) | Uranium | | | Panzer | 100 | 16.10.3 | Oil, Rubber | Germans | | Paratrooper | 100 | 8.10.1 | Oil, Rubber | | | Pikeman | 30 | 1.3.1 | Iron | | | Privateer | 60 | 2.1.4 | Iron, Saltpeter | | | Radar Artillery | 80 | 0.0.1 | Aluminium | | | Rider | 30 | 2.2.2 | Horses | Chinese | | Rifleman | 80 | 3.6.1 | | | | Samurai | 80 | 5.3.2 | Iron | Japanese | | Scout | 10 | 0.0.2 | | ** | | Settler | 30 | 0.0.1 | | | | Spearman | 20 | 1.2.1 | | | | Stealth Bomber | 140 | 2.1.0 | Oil, Aluminium | | | Stealth Fighter | 120 | 4.4.0 | Oil, Aluminium | | | Submarine | 100 | 6.6.3 | Oil | | | Swordsman | 30 | 3.2.1 | Iron | | | Tactical Nuke | 200 | 0.0.1 | Aluminium, Uranium | | | Tank | 100 | 16.10.2 | Oil, Rubber | | | Transport | 100 | 1.4.5(8) | Oil | | | War Chariot | 20 | 2.1.2 | Horses | Egyptians | | War Elephant | 80 | 4.2.2 | | Indians | | Worker | 10 | 0.0.1 | | | |_________________|______|___________|__________________________|_____________| ** - Americans, Zulu, Iroquois, Russian, British ******************************************************************************* **====================================***====================================** ** 7.C. - City Improvements ** **====================================***====================================** ******************************************************************************* ***-------------*** Airport ***-------------*** Airports allow you to build veteran air units instead of regular. It is also part of the trade network - building an airport allows you to trade with another city which also has an airport. Shield cost: 160 Maintenance cost: 2 Culture: None Resources needed: None Technology needed: Flight ***-------------*** Aqueduct ***-------------*** Aqueducts allow the city in which its built to grow beyond the level of six. However, if the city has a fresh water source, it does not need an aqueduct. Shield cost: 100 Maintenance cost: 1 Culture: 0 Resources needed: None Technology needed: Construction ***-------------*** Bank ***-------------*** By building a bank, you will increase your tax revenue by 50% in that city. Shield cost: 120 Maintenance cost: 1 Culture: None Resources needed: None Technology needed: Banking ***-------------*** Barracks ***-------------*** Barracks allow you to produce veteran ground units instead of regular. Shield cost: 40 Maintenance cost: 1 Culture: None Resources needed: None Technology needed: None ***-------------*** Cathedral ***-------------*** Cathedrals make three unhappy citizens content. Shield cost: 140 Maintenance cost: 2 Culture: 3 Resources needed: None Technology needed: Monotheism ***-------------*** Coal Plant ***-------------*** By building a Coal Plant, you will increase your factory's output by 50%. Note that it produces pollution. Shield cost: 160 Maintenance cost: 3 Culture: None Resources needed: None Technology needed: None ***-------------*** Coastal Fortress ***-------------*** You increase your naval bombardment rating to eight and increase your city's defence by 50%. Also, it attacks passing enemy ships. Shield cost: 60 Maintenance cost: 1 Culture: None Resources needed: Iron, Saltpeter Technology needed: Metallurgy ***-------------*** Colosseum ***-------------*** The Colosseum makes two unhappy faces content Shield cost: 120 Maintenance cost: 2 Culture: 2 Resources needed: None Technology needed: Construction ***-------------*** Courthouse ***-------------*** Courthouses reduce corruption and waste among this city, and reduces the effect of propaganda. Shield cost: 80 Maintenance cost: 1 Culture: None Resources needed: None Technology needed: Code of Law ***-------------*** Factory ***-------------*** Increases shield production by 50%. Be wary that they cause pollution, however. Shield cost: 200 Maintenance cost: 3 Culture: Resources needed: Iron Technology needed: Industrialization ***-------------*** Granary ***-------------*** When a granary is built, only half of the city's food store is depleted when the city grows. Shield cost: 60 Maintenance cost: 1 Culture: None Resources needed: None Technology needed: Pottery ***-------------*** Harbour ***-------------*** You can now produce veteran naval units. Also, the harbour is a link the trading network - you can trade with other cities which have harbours. Shield cost: 80 Maintenance cost: 1 Culture: None Resources needed: None Technology needed: Map Making ***-------------*** Hospital ***-------------*** Hospitals allow your city to grow beyond the size of twelve. Shield cost: 120 Maintenance cost: 2 Culture: None Resources needed: None Technology needed: Sanitation ***-------------*** Hydro Plant ***-------------*** Hydro Plants increase your factory's output by 50% with no added pollution. However, a river is needed within your city's radius to build ione. Shield cost: 240 Maintenance cost: 5 Culture: None Resources needed: None Technology needed: Electronics ***-------------*** Library ***-------------*** Libraries increase the science output of your city by 50%. Shield cost: 80 Maintenance cost: 1 Culture: 3 Resources needed: None Technology needed: Literacy ***-------------*** Manufacturing Plant ***-------------*** Increases shield production by 50%. However, it produces pollution too. Shield cost: 320 Maintenance cost: 3 Culture: None Resources needed: None Technology needed: Robotics ***-------------*** Marketplace ***-------------*** Increases tax revenue by 50%. It increases the amount of happy faces in your city made by luxuries to the power of the table below: 1st and 2nd luxuries = one happy face 3rd and 4th luxuries = two happy faces 5th and 6th luxuries = three happy faces 7th and 8th luxuries = four happy faces Shield cost: 80 Maintenance cost: 1 Culture: None Resources needed: None Technology needed: Currency ***-------------*** Mass Transit System ***-------------*** Reduces all pollution made by population. Shield cost: 160 Maintenance cost: 3 Culture: None Resources needed: Rubber Technology needed: Ecology ***-------------*** Nuclear Plant ***-------------*** Increases factory output by 50%, replacing any other power plant in the city. Reduces pollution by shields by 50%, and there must be a water source in the vicinity of the city. Also, be wary that it may cause a meltdown, which we don't be wanting... Shield cost: 160 Maintenance cost: 3 Culture: None Resources needed: Uranium Technology needed: Nuclear Power ***-------------*** Offshore Platform ***-------------*** Adds one shield for each water square worked on. Shield cost: 160 Maintenance cost: 3 Culture: None Resources needed: None Technology needed: Miniaturization ***-------------*** Palace ***-------------*** Designates the capital of your empire. Corruption and waste is minimal in the capital. There can only be one palace per nation. Shield cost: 400 Maintenance cost: 0 Culture: 1 Resources needed: None Technology needed: Masonry (to it build in another city) ***-------------*** Police Station ***-------------*** Combats war weariness. Shield cost: 100 Maintenance cost: 1 Culture: None Resources needed: None Technology needed: Communism ***-------------*** Recycling Centre ***-------------*** Decreases the amount of pollution caused by city improvements. Shield cost: 200 Maintenance cost: 2 Culture: None Resources needed: None Technology needed: Recycling ***-------------*** Research Lab ***-------------*** Increases science output by 50%. Shield cost: 200 Maintenance cost: 2 Culture: 2 Resources needed: None Technology needed: Computers ***-------------*** SAM Missile Battery ***-------------*** SAM Missile Battery attacks any enemy air units which attack your city. Shield cost: 80 Maintenance cost: 2 Culture: None Resources needed: Aluminium Technology needed: Rocketry ***-------------*** Solar Plant ***-------------*** Increases factory output by 50% (replaces any other power plant in the city). The solar plant produces NO pollution. Shield cost: 320 Maintenance cost: 3 Culture: None Resources needed: None Technology needed: Ecology ***-------------*** SS Cockpit ***-------------*** One of ten components of a spacecraft. Shield cost: 320 Maintenance cost: None Culture: None Resources needed: Aluminium Technology needed: Space Flight ***-------------*** SS Docking Bay ***-------------*** One of ten components of a spacecraft. Shield cost: 160 Maintenance cost: None Culture: None Resources needed: Aluminium Technology needed: Space Flight ***-------------*** SS Engine ***-------------*** One of ten components of a spacecraft. Shield cost: 640 Maintenance cost: None Culture: None Resources needed: Aluminium Technology needed: Space Flight ***-------------*** SS Exterior Casing ***-------------*** One of ten components of a spacecraft. Shield cost: 640 Maintenance cost: None Culture: None Resources needed: Aluminium, Rubber Technology needed: Synthetic Fibres ***-------------*** SS Fuel Cells ***-------------*** One of ten components of a spacecraft. Shield cost: 160 Maintenance cost: None Culture: None Resources needed: Uranium Technology needed: Superconductor ***-------------*** SS Life Support System ***-------------*** One of ten components of a spacecraft. Shield cost: 320 Maintenance cost: None Culture: None Resources needed: Aluminium Technology needed: Superconductor ***-------------*** SS Planetary Party Lounge ***-------------*** One of ten components of a spacecraft. Shield cost: 160 Maintenance cost: None Culture: None Resources needed: Aluminium Technology needed: The Laser ***-------------*** SS Stasis Chamber ***-------------*** One of ten components of a spacecraft. Shield cost: 320 Maintenance cost: None Culture: None Resources needed: Aluminium Technology needed: Synthetic Fibres ***-------------*** SS Storage/Supply ***-------------*** One of ten components of a spacecraft. Shield cost: 160 Maintenance cost: None Culture: None Resources needed: Aluminium Technology needed: Synthetic Fibres ***-------------*** SS Thrusters ***-------------*** One of ten components of a spacecraft. Shield cost: 320 Maintenance cost: None Culture: None Resources needed: Aluminium Technology needed: Satellites ***-------------*** Temple ***-------------*** Makes one unhappy citizen content. Shield cost: 60 Maintenance cost: 1 Culture: 2 Resources needed: None Technology needed: Ceremonial Burial ***-------------*** University ***-------------*** Increases the science output of the city by 50%. Shield cost: 160 Maintenance cost: 2 Culture: 4 Resources needed: None Technology needed: Education ***-------------*** Walls ***-------------*** Walls can only be built in a settlement of town-size. They increase your land bombardment defence to eight, and you also get a 50% defence increase. When the settlement becomes a city, walls become obsolete. Shield cost: 20 Maintenance cost: None Culture: None Resources needed: None Technology needed: Masonry ***-------------*** Wealth ***-------------*** Uses your shield output to generate gold at a ratio of 8 shields for every gold unit produced. Once Economics is developed, it becomes 4:1. Shield cost: None Maintenance cost: None Culture: None Resources needed: Aluminium Technology needed: None ******************************************************************************* **====================================***====================================** ** 7.D. - Technological Advances ** **====================================***====================================** ******************************************************************************* **====================================***====================================** ** Ancient Times ** **====================================***====================================** Bronze Working ------------------ Iron Working ---------------- Construction | Masonry ------------------------------------ Maths ---------------- Currency | | ---------------Philosophy ------------- | | | Alphabet ----------- Writing | |------- Code of Law -------------- The Republic | | | | |_________ Literature __________________| | Pottery --------------------------------------------------------- Map Making The Wheel -------------------------------- |______ Horseback Riding | Warrior Code ------------------------------------------------------ Monarchy | | Ceremonial Burial ----- Mysticism ---- Polytheism --- **====================================***====================================** ** Middle Ages ** **====================================***====================================** Free Artistry | Monotheism ----- Theology ------ Printing ------ Democracy --- | | ____| |_____Chivalry | Music Theory | | | | | | | | Banking------- Economics | Education--|--------------| Feudalism Astronomy----- Navigation | | | |_____Physics----Theory of Gravity | | | |____ Invention ---- Gunpowder ---- Chemistry |____Magnetism | | | | Engineering Metallurgy ----- Military Tradition **====================================***====================================** ** Industrial Ages ** **====================================***====================================** ______________________________________________________Communism | | Flight Nationalism---- |�� �| |_____Espionage ___Refining_ | | | | | | | | | | | | Advanced Industrialization -- The Corporation |--Combustion | Flight | | | | |________| | | |____Steel___| | | | Steam Power---- |_Mass Production | | | | | | | | Amphibious | | | | Warfare |________| | |__ Electricity | | | ___ Motorised T. | Medicine __|__ Scientific Method-- | | | --Atomic Theory -- Electronics ------Radio | |________________________________________________________________Sanitation **====================================***====================================** ** Modern Times ** **====================================***====================================** Ecology -------------------- Synthetic Fibres ------------------------ Stealth | | |________Recycling________| |������Superconductor --------------- Rocketry ------- Space Flight--- __________| | | | | |_____ Satellites---------------------Integrated Defence | | | | Fission ----- Nuclear Power -------- | | |---- Smart Weapons------- | | ------The Laser------|_____________ | Computers ----- Miniaturization ------------------ Robotics | |_______________________________________ Genetics ***-------------*** Advanced Flight ***-------------*** Requires: Flight, Radio, Motorized Transport Allows: Modern Times New Units: Helicopters, Paratrooper New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Industrial Ages ***-------------*** Alphabet ***-------------*** Commercial civilizations begin the game with Alphabet Requires: None Allows: Mathematics, Writing New Units: None New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Ancient Times ***-------------*** Amphibious War ***-------------*** Requires: Mass Production Allows: Modern Times New Units: Marine New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Industrial Ages ***-------------*** Astronomy ***-------------*** Harbours are now connected by sea squares. Galleys can now cross sea squares safely without fear of being lost. Requires: Education Allows: Navigation, Physics New Units: Caravel New City Improvements: None New Great Wonders: Copernicus' Observatory New Small Wonders: None New Governments: None New Resources: None Age: Middle Ages ***-------------*** Atomic Theory ***-------------*** Requires: Scientific Method Allows: Electronics New Units: None New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Industrial Ages ***-------------*** Banking ***-------------*** Requires: Education Allows: Democracy, Economics New Units: None New City Improvements: Bank New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Middle Ages ***-------------*** Bronze Working ***-------------*** Scientific civilizations start the game with Bronze Working. Requires: None Allows: Iron Working New Units: Hoplite, Impi, Spearman New City Improvements: None New Great Wonders: The Colossus New Small Wonders: None New Governments: None New Resources: None Age: Ancient Times ***-------------*** Ceremonial Burial ***-------------*** Religious civilizations begin the game with Ceremonial Burial. Requires: None Allows: Mysticism New Units: None New City Improvements: Temple New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Ancient Times ***-------------*** Chemistry ***-------------*** Requires: Gunpowder Allows: Metallurgy, Physics New Units: None New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Middle Ages ***-------------*** Chivalry ***-------------*** Requires: Monotheism, Feudalism Allows: None New Units: Knight, Rider, Samurai, War Elephant New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Middle Ages ***-------------*** Code of Laws ***-------------*** Requires: Writing Allows: The Republic New Units: None New City Improvements: Courthouse New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Ancient Times ***-------------*** Combustion ***-------------*** Requires: Refining, Steel Allows: Flight, Mass Production New Units: Destroyer, Transport New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Industrial Ages ***-------------*** Communism ***-------------*** Requires: Nationalism Allows: Modern Times New Units: None New City Improvements: Police Station New Great Wonders: None New Small Wonders: None New Governments: Communism New Resources: None Age: Industrial Ages ***-------------*** Computers ***-------------*** Requires: Advanced Flight Allows: The Laser, Miniaturization New Units: Mech Infantry New City Improvements: New Great Wonders: SETI Program, Research Lab New Small Wonders: None New Governments: None New Resources: None Age: Modern Times ***-------------*** Construction ***-------------*** Workers can now build fortresses. Requires: Iron Working, Mathematics Allows: Middle Times New Units: None New City Improvements: Aqueducts, Colosseum New Great Wonders: The Great Wall New Small Wonders: None New Governments: None New Resources: None Age: Ancient Times ***-------------*** The Corporation ***-------------*** Requires: Industrialization Allows: Refining, Steel New Units: None New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Industrial Ages ***-------------*** Currency ***-------------*** Requires: Mathematics Allows: Middle Ages New Units: None New City Improvements: Marketplace New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Ancient Times ***-------------*** Democracy ***-------------*** Requires: Printing Press, Banking Allows: Free Artistry New Units: None New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: Democracy New Resources: None Age: Middle Ages ***-------------*** Ecology ***-------------*** Requires: Modern Times Allows: Recycling New Units: New City Improvements: Mass Transit System, Solar Plant New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Modern Times ***-------------*** Economics ***-------------*** Requires: Banking Allows: Industrial Ages New Units: None New City Improvements: None New Great Wonders: Smith's Trading Company New Small Wonders: None New Governments: None New Resources: None Age: Middle Ages ***-------------*** Education ***-------------*** Requires: Theology Allows: Astronomy, Banking, Music Theory New Units: None New City Improvements: University New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Middle Ages ***-------------*** Electricity ***-------------*** Workers can now irrigate a tile without water being adjacent. Requires: Steam Power Allows: Replaceable Parts, Scientific Method New Units: None New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Industrial Ages ***-------------*** Electronics ***-------------*** Requires: Atomic Theory Allows: Motorized Transport, Radio New Units: None New City Improvements: Hydro Plant New Great Wonders: Hoover Dam New Small Wonders: None New Governments: None New Resources: None Age: Industrial Ages ***-------------*** Engineering ***-------------*** Workers can now plant forests. Roads now traverse rivers. Requires: Middle Ages Allows: Invention New Units: None New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Middle Ages ***-------------*** Espionage ***-------------*** If you build an Intelligence Agency, you can conduct espionage missions. Requires: Nationalism, Industrialization Allows: Modern Times New Units: None New City Improvements: None New Great Wonders: None New Small Wonders: Intelligence Agency New Governments: None New Resources: None Age: Industrial Ages ***-------------*** Feudalism ***-------------*** Requires: Middle ages Allows: Chivalry, Invention New Units: Pikeman New City Improvements: New Great Wonders: Sun Tzu's War Academy New Small Wonders: None New Governments: None New Resources: None Age: Middle Ages ***-------------*** Fission ***-------------*** Uranium appears as a resource on the world map. Requires: Modern Times Allows: Nuclear Power, Superconductor New Units: Nuclear Submarine New City Improvements: None New Great Wonders: The Manhattan Project, The United Nations New Small Wonders: None New Governments: None New Resources: Uranium Age: Modern Times ***-------------*** Flight ***-------------*** Requires: Combustion Allows: Advanced Flight New Units: Bomber, Fighter New City Improvements: Airport New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Industrial Ages ***-------------*** Free Artistry ***-------------*** Requires: Democracy Allows: None New Units: None New City Improvements: None New Great Wonders: Shakespeare's Theater New Small Wonders: None New Governments: None New Resources: None Age: Middle Ages ***-------------*** Genetics ***-------------*** Requires: Miniaturization Allows: None New Units: None New City Improvements: None New Great Wonders: Cure for Cancer, Longevity New Small Wonders: None New Governments: None New Resources: None Age: Modern Times ***-------------*** Gunpowder ***-------------*** Saltpeter appears on world map as a resource. Requires: Invention Allows: Chemistry New Units: Musketeer, Musketman New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: Saltpeter Age: Middle Ages ***-------------*** Horseback Riding ***-------------*** Requires: The Wheel, Warrior Code Allows: Middle Ages New Units: Horseman, Mounted Warrior New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Ancient Times ***-------------*** Industrialization ***-------------*** Requires: Steam Power Allows: Espionage, The Corporation New Units: New City Improvements: New Great Wonders: New Small Wonders: New Governments: New Resources: Age: Industrialization ***-------------*** Integrated Defence ***-------------*** Requires: Superconductor, Satellites, Smart Weapons Allows: None New Units: None New City Improvements: None New Great Wonders: None New Small Wonders: Strategic Missile Defence New Governments: None New Resources: None Age: Modern Times ***-------------*** Invention ***-------------*** Requires: Feudalism, Engineering Allows: Gunpowder New Units: Longbowman New City Improvements: None New Great Wonders: Leonardo's Workshop New Small Wonders: None New Governments: None New Resources: None Age: Middle Ages ***-------------*** Iron Working ***-------------*** Iron now appears on the world map as a resource. Requires: Bronze Working Allows: Construction New Units: Immortals, Legionary, Swordsman New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: Iron Age: Ancient Times ***-------------*** The Laser ***-------------*** Requires: Nuclear Power, Computers Allows: Robotics, Smart Weapons New Units: None New City Improvements: SS Planetary Party Lounge New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Modern Times ***-------------*** Literature ***-------------*** Requires: Writing Allows: Middle Ages New Units: None New City Improvements: Library New Great Wonders: The Great Library New Small Wonders: None New Governments: None New Resources: None Age: Ancient Times ***-------------*** Magnetism ***-------------*** Harbours are now connected by ocean squares. Caravels now safely cross ocean squares. Requires: Physics Allows: Industrial Ages New Units: Frigate, Galleon, Wan-O-War, Privateer New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Middle Ages ***-------------*** Masonry ***-------------*** Industrious civilizations begin the game with this. Requires: None Allows: Mathematics New Units: Galley New City Improvements: Harbour New Great Wonders: The Great Library New Small Wonders: None New Governments: None New Resources: None Age: Ancient Times ***-------------*** Mass Production ***-------------*** Requires: Combustion, The Republic Allows: Amphibious Warfare, Motorized Transportation New Units: Battleship, Carrier, Submarine New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Industrial Ages ***-------------*** Mathematics ***-------------*** Requires: Alphabet, Masonry Allows: Construction, Currency New Units: Catapult New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Ancient Times ***-------------*** Medicine ***-------------*** Requires: Industrial Ages Allows: Sanitation, Scientific Method New Units: None New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Industrial Ages ***-------------*** Metallurgy ***-------------*** Requires: Chemistry Allows: Military Tradition New Units: Cannon New City Improvements: Coastal Fortress New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Middle Ages ***-------------*** Military Tradition ***-------------*** Requires: Metallurgy Allows: Industrial Ages New Units: Cavalry, Cossack New City Improvements: None New Great Wonders: None New Small Wonders: Military Academy New Governments: None New Resources: None Age: Middle Ages ***-------------*** Miniaturization ***-------------*** Requires: Computers Allows: Genetics, Robotics New Units: None New City Improvements: Offshore Platform New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Modern Times ***-------------*** Monarchy ***-------------*** Requires: Warrior Code, Polytheism Allows: Middle Ages New Units: None New City Improvements: None New Great Wonders: Hanging Gardens New Small Wonders: None New Governments: Monarchy New Resources: None Age: Ancient Times ***-------------*** Monotheism ***-------------*** Requires: Middle Ages Allows: Chivalry, Theology New Units: None New City Improvements: Cathedral New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Middle Ages ***-------------*** Motorized Transportation ***-------------*** Requires: Mass Production, Electronics Allows: Advanced Flight New Units: Panzer, Tank New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Industrial Ages ***-------------*** Music Theory ***-------------*** Requires: Education Allows: Industrial Ages New Units: None New City Improvements: None New Great Wonders: J.S. Bach's Cathedral New Small Wonders: None New Governments: None New Resources: None Age: Middle Ages ***-------------*** Mysticism ***-------------*** Requires: Ceremonial Burial Allows: Polytheism New Units: None New City Improvements: None New Great Wonders: The Oracle New Small Wonders: None New Governments: None New Resources: None Age: Ancient Times ***-------------*** Nationalism ***-------------*** Civilizations can now mobilize for war. Civilizations can now sign Trade Embargo agreements and Mutual Protections Pacts. Requires: Industrial Ages Allows: Communism, Espionage New Units: Riflemen New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Industrial Ages ***-------------*** Navigation ***-------------*** Harbours are now connected by ocean squares. Caravels can now safely cross ocean squares. Requires: Astronomy Allows: Industrial Ages New Units: Explorer New City Improvements: New Great Wonders: Magellen's Voyage New Small Wonders: None New Governments: None New Resources: None Age: Middle Ages ***-------------*** Nuclear Power ***-------------*** Requires: Fission Allows: The Laser New Units: None New City Improvements: Nuclear Plant New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Moden Times ***-------------*** Philosophy ***-------------*** Requires: Writing Allows: The Republic New Units: None New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Ancient Times ***-------------*** Physics ***-------------*** Requires: Astronomy, Chemistry Allows: Magnetism, Theory of Gravity New Units: None New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Middle Ages ***-------------*** Polytheism ***-------------*** Requires: Mysticism Allows: Monarchy New Units: None New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Ancient Times ***-------------*** Pottery ***-------------*** Expansive civilizations begin the game with pottery. Requires: None Allows: Map Making New Units: None New City Improvements: Granary New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Ancient Times ***-------------*** Printing Press ***-------------*** Requires: Theology Allows: Democracy New Units: None New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Middle Ages ***-------------*** Radio ***-------------*** Requires: Electronics Allows: Advanced Flight New Units: None New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Industrial Ages ***-------------*** Recycling ***-------------*** Requires: Ecology Allows: Synthetic Fibres New Units: None New City Improvements: Recycling Centre New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Modern Times ***-------------*** Refining ***-------------*** Oil now appears on the world map as resource. Requires: The Corporation Allows: Combustion New Units: None New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: Oil Age: Industrial Ages ***-------------*** Replaceable Parts ***-------------*** Rubber now appears on the world map as a resource. Workers now work twice as fast. Requires: Electricity Allows: Mass Production New Units: Artillery, Infantry New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Industrial Ages ***-------------*** The Republic ***-------------*** Requires: Philosophy, Code of Law Allows: Middle Ages New Units: None New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: Republic New Resources: Age: Ancient Times ***-------------*** Robotics ***-------------*** Requires: The Laser, Miniaturization Allows: None New Units: UEGIS Cruiser, Radar Artillery New City Improvements: Manufacturing Plant New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Modern Times ***-------------*** Rocketry ***-------------*** Aluminium appears on world map as a resource Requires: Modern Times Allows: Space Flight New Units: Cruise Missile, F-15, Jet Fighter New City Improvements: SAM Missile New Great Wonders: None New Small Wonders: None New Governments: None New Resources: Aluminium Age: Modern Times ***-------------*** Sanitation ***-------------*** Disease from floodplains immunized. Requires: Medicine Allows: Modern Times New Units: None New City Improvements: Hospital New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Industrial Ages ***-------------*** Satellites ***-------------*** Requires: Space Flight Allows: Integrated Defence, Smart Weapons New Units: ICBM New City Improvements: S.S. Thruster New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Modern Times ***-------------*** Scientific Method ***-------------*** Requires: Medicine, Electricity Allows: Atomic Theory New Units: None New City Improvements: None New Great Wonders: Theory of Evolution New Small Wonders: None New Governments: None New Resources: None Age: Industrial Ages ***-------------*** Smart Weapons ***-------------*** Stealth units can now launch precision strikes. Requires: Satellites, The Laser Allows: Integrated Defence New Units: None New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Modern Times ***-------------*** Stealth ***-------------*** Requires: Synthetic Fibres Allows: None New Units: Stealth Bomber, Stealth Fighter New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Modern Times ***-------------*** Steam Power ***-------------*** Coal appears on world map as a resource. Workers can now build railroads. Requires: Industrial Ages Allows: Electricity, Industrialization New Units: Ironclad New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Industrial Ages ***-------------*** Steel ***-------------*** Requires: The Corporation Allows: Combustion New Units: None New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Industrial Ages ***-------------*** Superconductor ***-------------*** Requires: Fission, Space Flight Allows: Integrated Defence New Units: None New City Improvements: S.S. Fuel Cells, S.S. Support System New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Modern Times ***-------------*** Synthetic Fibres ***-------------*** Requires: Recycling Allows: Stealth New Units: Modern Armour New City Improvements: S.S. Exterior Casing, S.S. Stasis Chamber, S.S. Storage/Supply New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Modern Times ***-------------*** Theology ***-------------*** Requires: Monotheism Allows: Education, Printing Press New Units: None New City Improvements: None New Great Wonders: Sistine Chapel New Small Wonders: None New Governments: None New Resources: None Age: Middle Ages ***-------------*** Theory of Gravity ***-------------*** Requires: Physics Allows: Industrial Ages New Units: None New City Improvements: None New Great Wonders: Newton's University New Small Wonders: None New Governments: None New Resources: None Age: Middle Ages ***-------------*** Warrior Code ***-------------*** Military civilizations being the game with this technology. Requires: None Allows: Horseback Riding, Monarchy New Units: Archer, Bowman New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Ancient Times ***-------------*** The Wheel ***-------------*** Some military civilizations being the game with this technology. Horses appear on the world map as a resource. Requires: None Allows: Horseback Riding New Units: Chariot, War Chariot New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: Horses Age: Ancient Times ***-------------*** Writing ***-------------*** Civilizations can now build and establish embassies with other nations. Military Alliances and Rights of Passage agreements can now be made. Requires: Alphabet Allows: Philosophy, Code of Law, Literature, Map Making New Units: None New City Improvements: None New Great Wonders: None New Small Wonders: None New Governments: None New Resources: None Age: Ancient Times ******************************************************************************* **====================================***====================================** ** 7.E. - Wonders of the World ** **====================================***====================================** ******************************************************************************* **====================================***===================================** ** Small Wonders ** **====================================***===================================** ***-------------*** Apollo Program ***-------------*** Description: Allows the creation of the Alpha Centuri space ship and, in turn, the Space Race victory route. Shield Cost: 500 Maintenance Per Turn: 0 Culture Generated: 3 Technology Required: Space Flight Resources Required: Aluminium Becomes Obsolete With: None ***-------------*** Battlefield Medicine ***-------------*** Description: Allows military units to heal in enemy territory. However, the civilization must have five hospitals in its control. Shield Cost: 500 Maintenance Per Turn: 0 Culture Generated: 4 Technology Required: None Resources Required: None Becomes Obsolete With: None ***-------------*** Forbidden Palace ***-------------*** Description: Acts as a second palace in the city it is built. Must have eight cities under its control, however. Shield Cost: 300 Maintenance Per Turn: 0 Culture Generated: 3 Technology Required: None Resources Required: None Becomes Obsolete With: None ***-------------*** Heroic Epic ***-------------*** Description: Increases the chances of a Leader being made on the battlefield. Shield Cost: 200 Maintenance Per Turn: 0 Culture Generated: 4 Technology Required: None Resources Required: None Becomes Obsolete With: None ***-------------*** Intelligence Agency ***-------------*** Description: Allows Espionage missions to take place. Shield Cost: 400 Maintenance Per Turn: 0 Culture Generated: 1 Technology Required: Espionage Resources Required: None Becomes Obsolete With: None ***-------------*** Iron Works ***-------------*** Description: Production increases by 100% in the city it is built in. The city must have iron and coal in its radius. Shield Cost: 300 Maintenance Per Turn: 0 Culture Generated: 2 Technology Required: None Resources Required: Iron, Coal. Becomes Obsolete With: None ***-------------*** Military Academy ***-------------*** Description: Can now build armies without the benefit of a leader. Your military must have had a victorious army, however. Shield Cost: 400 Maintenance Per Turn: 0 Culture Generated: 2 Technology Required: Military Tradition Resources Required: None Becomes Obsolete With: None ***-------------*** The Pentagon ***-------------*** Description: Increases the capacity of all armies under your control by one (to four). To build, your military must have three armies in the battlefield. Shield Cost: 400 Maintenance Per Turn: 0 Culture Generated: 1 Technology Required: None Resources Required: None Becomes Obsolete With: None ***-------------*** Strategic Missile Defence ***-------------*** Description: Offers a 75% chance of intercepting enemy ICBMs. Shield Cost: 500 Maintenance Per Turn: 0 Culture Generated: 1 Technology Required: Integrated Defence Resources Required: None Becomes Obsolete With: None ***-------------*** Wall Street ***-------------*** Description: 5% interest return on the nation's treasury to a maximum of 50 gold per turn. The country must have five banks under its control. Shield Cost: 400 Maintenance Per Turn: 0 Culture Generated: 2 Technology Required: None Resources Required: None Becomes Obsolete With: None **====================================***====================================** ** Great Wonders ** **====================================***====================================** ***-------------*** The Colossus ***-------------*** Description: Your city produces one extra unit of commerce for every tile that already does. However, it can only be built in coastal settlements. Shield Cost: 200 Maintenance Per Turn: 0 Culture Generated: 3 Technology Required: Bronze Working Resources Required: None Becomes Obsolete With: Flight ***-------------*** Copernicus's Observatory ***-------------*** Description: Doubles science output in the city it was built in. Shield Cost: 400 Maintenance Per Turn: 0 Culture Generated: 4 Technology Required: Astronomy Resources Required: None Becomes Obsolete With: None ***-------------*** Cure for Cancer ***-------------*** Description: One unhappy citizen becomes content in every city. Shield Cost: 1000 Maintenance Per Turn: 0 Culture Generated: 4 Technology Required: Genetics Resources Required: None Becomes Obsolete With: None ***-------------*** The Great Library ***-------------*** Description: Automatically grants a technological advance to your nation which has been discovered already by two known nations. Shield Cost: 400 Maintenance Per Turn: 0 Culture Generated: 6 Technology Required: Literature Resources Required: None Becomes Obsolete With: Education ***-------------*** The Great Lighthouse ***-------------*** Description: Galleys can safely move in sea squares. Also, the movement rate of all Naval units increases by one. Again, it can only be built in a coastal city. Shield Cost: 400 Maintenance Per Turn: 0 Culture Generated: 2 Technology Required: Map Making Resources Required: None Becomes Obsolete With: Magnetism ***-------------*** The Great Wall ***-------------*** Description: Doubles the effectiveness of all walls in cities that have them. The combat values of all units doubles when fighting Barbarians. Shield Cost: 200 Maintenance Per Turn: 0 Culture Generated: 2 Technology Required: Construction Resources Required: None Becomes Obsolete With: Metallurgy ***-------------*** The Hanging Gardens ***-------------*** Description: Makes three unhappy citizens content in the city in which it is built. Makes one unhappy citizen content in every city. Shield Cost: 300 Maintenance Per Turn: 0 Culture Generated: 4 Technology Required: Monarchy Resources Required: None Becomes Obsolete With: Steam Power ***-------------*** Hoover Dam ***-------------*** Description: Adds the effects of a Hydro Plant to all continental cities. Must have a river in radius. Shield Cost: 800 Maintenance Per Turn: 0 Culture Generated: 3 Technology Required: Electronics Resources Required: None Becomes Obsolete With: None ***-------------*** JS Bach's Cathedral ***-------------*** Description: Decreases unhappy citizens by two on continent. Shield Cost: 600 Maintenance Per Turn: 0 Culture Generated: 5 Technology Required: Music Theory Resources Required: None Becomes Obsolete With: None ***-------------*** Leonardo's Workshop ***-------------*** Description: Obsolete units can now be upgraded at half the price than usual. Shield Cost: 600 Maintenance Per Turn: 0 Culture Generated: 2 Technology Required: Invention Resources Required: None Becomes Obsolete With: None ***-------------*** Longetivy ***-------------*** Description: Population increases by two every time the food storage box has been filled. Shield Cost: 1000 Maintenance Per Turn: 0 Culture Generated: 3 Technology Required: Genetics Resources Required: None Becomes Obsolete With: None ***-------------*** Magellan's Voyage ***-------------*** Description: Naval movements are increased by one. Shield Cost: 400 Maintenance Per Turn: 0 Culture Generated: 3 Technology Required: Navigation Resources Required: None Becomes Obsolete With: None ***-------------*** The Manhattan Project ***-------------*** Description: Allows Nuclear weapons to be constructed by ALL civilizations. Shield Cost: 800 Maintenance Per Turn: 0 Culture Generated: 2 Technology Required: Fission Resources Required: Uranium Becomes Obsolete With: None ***-------------*** Newton's University ***-------------*** Description: Doubles scientific research in the city it was built. Shield Cost: 400 Maintenance Per Turn: 0 Culture Generated: 6 Technology Required: Theory of Gravity Resources Required: None Becomes Obsolete With: None ***-------------*** The Oracle ***-------------*** Description: Doubles the effect of all Temples--they produce two happy faces instead of one. Shield Cost: 300 Maintenance Per Turn: 0 Culture Generated: 4 Technology Required: Mysticism Resources Required: None Becomes Obsolete With: Theology ***-------------*** The Pyramids ***-------------*** Description: Puts a granary in every friendly city on the continent. Shield Cost: 400 Maintenance Per Turn: 0 Culture Generated: 4 Technology Required: Masonry Resources Required: None Becomes Obsolete With: None ***-------------*** SETI Program ***-------------*** Description: Doubles scientific research in the city it was built. Shield Cost: 1000 Maintenance Per Turn: 0 Culture Generated: 3 Technology Required: Computers Resources Required: None Becomes Obsolete With: None ***-------------*** Shakespeare's Theater ***-------------*** Description: Eight unhappy citizens are made content in the city in which it was built. Shield Cost: 400 Maintenance Per Turn: 0 Culture Generated: 6 Technology Required: Free Artistry Resources Required: None Becomes Obsolete With: None ***-------------*** Sistine Chapel ***-------------*** Description: Doubles the effect of all cathedrals. Shield Cost: 600 Maintenance Per Turn: 0 Culture Generated: 6 Technology Required: Theology Resources Required: None Becomes Obsolete With: None ***-------------*** Smith's Trading Company ***-------------*** Description: Pays the maintainance for all trade-based improvements (harbour, airport, bank, etc.). Shield Cost: 600 Maintenance Per Turn: 0 Culture Generated: 3 Technology Required: Economics Resources Required: None Becomes Obsolete With: None ***-------------*** Sun Tzu's Art of War ***-------------*** Description: Puts a barracks in every city on the continent. Shield Cost: 600 Maintenance Per Turn: 0 Culture Generated: 4 Technology Required: Feudalism Resources Required: None Becomes Obsolete With: None ***-------------*** Theory of Education ***-------------*** Description: Grants two civilization advances after construction completes. Shield Cost: 600 Maintenance Per Turn: 0 Culture Generated: 3 Technology Required: Scientific Method Resources Required: None Becomes Obsolete With: None ***-------------*** The United Nations ***-------------*** Description: Allows Diplomatic Victory (see 11.1). Shield Cost: 1000 Maintenance Per Turn: 0 Culture Generated: 4 Technology Required: Fission Resources Required: None Becomes Obsolete With: None ***-------------*** Universal Suffrage ***-------------*** Description: Reduces war weariness. Shield Cost: 800 Maintenance Per Turn: 0 Culture Generated: 4 Technology Required: Industrialization Resources Required: None Becomes Obsolete With: None ******************************************************************************* **====================================***====================================** ** 6.F. - Governments ** **====================================***====================================** ******************************************************************************* ***-------------*** I. 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 just a lack of government, really. It is the time in which the civilians revolt and look to overthrow their current system of government. It lasts for only a few turns, however, but during that period, most cities will be in civil disorder. Sometimes, governments can implode and fall into Anarchy by themselves if civil disorder is explosive. ***-------------*** II. 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 Communism, as I'm sure we all know, is the government in which all power is assumed by one group and the majority of that power rests on the leader of that party. Basically, you have supreme control, as usual. Under Communism, corruption is diminished, so as that every city suffers the same effects, which are minimal. Commerce is limited, however. ***-------------*** III. 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 Democracy grants increases in commerce and production. However War weariness will run rampant on your civilization if you have drawn-out campaigns. It arrives quicker if you are the aggressor also. Corruption and waste isn't as rampant as other governments, pretty low, really. Under a democratic government, units or cities cannot be bribed. ***-------------*** IV. Depotism ***-------------*** 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 Depotism is first government that you will enter in Civilization III. Basically, you have utmost authority and the people have no say whatsoever, thus production isn't great. Corruption and waste is pretty bad, but due to the small nature of your civilization at this point, it doesn't really matter. Hurrying production is tough as citizens die when it is enforced. ***-------------*** V. 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 Monarchy is enforced in the same manner as Depotism -- all in the power of one person, enforced by military. Corruption and waste are still chaotic, but not as bad as Depotism. With Monarchy, citizens can now be paid to be work, as opposed to being killed. ***-------------*** VI. 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 The Republic is a lower version of Democracy but with more corruption and waste. Production is lower than Democracy too. It works in the same way - you are voted in through elections and you rule on your judgement. ******************************************************************************* **====================================***====================================** ** 8. - Copyright Information ** **====================================***====================================** ******************************************************************************* This document is copyright � 2002 Conor Cosgrave and cannot be reproduced in part, or in whole, without the expressed written and/or oral consent of this author. All Rights Reserved. By reproducing this document, you infringe on the Copyright Laws of the Republic of Ireland and can be held criminally responsible in the Court of Law. The most updated version of this guide can always be found on GameFAQs.com Many thanks to all who aided the creation of this guide.