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III III III
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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.