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FAQ/Strategy Guide

by TimmyTheRabidTurtle

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** 1. - FAQ Information                                                      **
**====================================***====================================**
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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

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** 2. - Table of Contents                                                    **
**====================================***====================================**
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                           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
 

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** 3. - Version History                                                      **
**====================================***====================================**
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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. 

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** 4. - Introduction                                                         **
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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)

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** 4.A. - Gameface                                                           **
**====================================***====================================**
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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

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** 4.B. - Civilization for Beginners                                          *
**====================================***====================================**
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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.

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** 4.C. - What's New in Civ3?                                                **
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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.

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** 5. - Civilization Expanded                                                **
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** 5.A. - Starting Off                                                       **
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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.

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** 5.B. - Managing Your Nation                                               **
**====================================***====================================**
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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).

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** 5.C. - Managing Surrounding Terrain                                       **
**====================================***====================================**
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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.

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**====================================***====================================**
** 5.D. - Communicating With Civs                                            **
**====================================***====================================**
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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.