Sid Meiers Civilization III Prima Official Eguide PDF
Sid Meiers Civilization III Prima Official Eguide PDF
Sid Meiers Civilization III Prima Official Eguide PDF
®
Essential strategy for diplomacy,
politics, and commerce
PRIMA’S OFFICIAL
How to use Great Leaders
GUIDE
developing the new Culture element
Detailed information
on the game editor
DETAILED
TABLES!
© 2001 Infogrames Interactive Inc. All Rights Reserved. All trademarks
are the property of their respective owners.
Based on
a game
rated “E” by This game has received the
the ESRB. following rating from the ESRB
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®
David Ellis
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© 2001-2004 by Prima Games. All rights reserved. No part of this Chapter II Starting Off on the Right Foot
book may be reproduced or transmitted in any form or by any
means, electronic or mechanical, including photocopying, recording, Chapter III Resources and City Construction
or by any information storage or retrieval system without written
permission from Prima Games. Prima Games is a division of Random Chapter IV City Management
House, Inc.
Chapter V Empire Management
Project Editor: Jill Hinckley
Editorial Assistant: Etelvina Hernandez
Chapter VI The Advance of Knowledge
Product Manager: Sara E. Wilson
© 2001-2004 Infogrames Interactive, Inc. All Rights Reserved. Chapter VII City Improvements and Wonders
All trademarks are the property of their respective owners. of the World
Sid Meier’s Civilization®, Civ®, Civilization®, are U.S.
registered trademarks. Chapter VIII Units and Combat
Firaxis Games is a trademark of Firaxis Games, Inc. Chapter IX The Many Paths to Victory
All products and characters mentioned in this book are trademarks
of their respective companies. Chapter X The Editor in the Civilization III
Game
Please be advised that the ESRB rating icons, "EC", "K-A", “E”, "T",
"M", "AO" and “RP” are copyrighted works and certification marks
owned by the Entertainment Software Association and the
Chapter XI Conversing with the Creator
Entertainment Software Rating Board and may only be used with
their permission and authority. Under no circumstances may the
rating icons be self-applied or used in connection with any product
that has not been rated by the ESRB. For information regarding
Acknowledgements
whether a product has been rated by the ESRB, please call the ESRB Writing a strategy guide is a collaborative effort, so I’ve
at 1-800-771-3772 or visit www.esrb.org. For information regarding got a lot of people to thank. First, thanks to the folks
licensing issues, please call the ESA at (212) 223-8936. Please note at Prima—Sara Wilson, Jill Hinckley, Teli Hernandez,
that ESRB ratings only apply to the content of the game itself and and Asha Johnson for being so easy to work with and
does NOT apply to the content of this book. having the confidence in me to get it done under such
Important: a tight schedule. Also, thanks to the QA folks at Firaxis—
Prima Games has made every effort to determine that the information Barry Caudill, Rex Martin, Jason Gleason, and Ellie
contained in this book is accurate. However, neither the publisher Crawley—for providing me with pages of great tips that
nor its licensors make any warranty, either expressed or implied, as I would have never thought of on my own. The testers
to the accuracy, effectiveness, or completeness of the material in this are always the most experienced players, and the book
book; nor does the publisher or its licensors assume liability for is much better thanks to their input. Also, a huge thanks
damages, either incidental or consequential, that may result from
goes to John Possidente, my intermediary with the
using the information in this book. The publisher cannot provide
development team, who made sure that information flowed
information regarding game play, hints and strategies, or problems
with hardware or software. Questions should be directed to the smoothly and that I was always kept up to date on the
support numbers provided by the game and device manufacturers in latest changes.
their documentation. Some game tricks require precise timing and Last, but never least, thanks to my wife, Meghan, who
may require repeated attempts before the desired result is achieved. always supports me in whatever I do (and, as a Civ junkie,
provided some helpful tips for the guide as well).
ISBN: 0-7615-3645-0
Library of Congress Catalog Card Number: 2001095679 Thanks, love!
ii
I
IN THE BEGINNING
I n the 20-year history of computer games,
arguably no game is better known
and more admired than the Sid Meier’s
HOW TO USE THIS BOOK
This guide introduces beginning and
Civilization® game. Including the original intermediate Civ players to the basic
game, which was released in 1992, there strategies of effective civilization growth
have been seven Civilization® products— and management. It also presents detailed
five stand-alone games and two scenario information and statistics on every vital
collections. Millions of strategy gamers concept—information that can be used by
have lost countless hours of sleep pursing veterans to develop new strategies and
the perfect empire into the wee hours of hone time-tested techniques so that they’ll
the morning, ignoring the real world in work with the many new rules and subtle
favor of “just one more turn.” changes that are present in Civilization III.
Now, just when you Civ® junkies have A step-by-step walkthrough is impossible—
finally caught up on your shuteye, it’s time each Civilization game is different from the
to begin your empire building efforts anew. one before it. Play the tutorial game for a
Kiss the spouse and kids goodbye, give good game basics primer. Therein, you’ll
the pets plenty of food, shut the door, and master the game mechanics and interface.
boot up your PC. It’s time for Civilization III.
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Civilization III relies on many interwoven And, for those of you who like to know
concepts and activities, each of which has the “why” as well as the “how,” the book
its own set of strategies. These concepts ends with Chapter XI, an exclusive inter-
form a coherent game strategy that, while view with Civilization’s creator, game god
not ensuring victory, will certainly improve Sid Meier, who provides some insight on
your chances of winning. the latest installment of one of the most
This book is divided into conceptual popular game series of all time.
sections that mirror those of the game Read the guide from cover to cover or
itself, and the concepts are discussed in use it as a reference tome. Either way, the
roughly the order you’ll deal with them. information you’ll find here should help
• Chapter I goes over the basic differences you in your quest to build an empire that
between Civilization III and the previous stands the test of time.
Civ games.
• Chapters II and III deal with the decisions WHAT’S NEW IN
you make prior to building your first
city, such as game setup options and the
CIVILIZATION III?
concepts of resources and terrain. The ultimate world building game is back
with a vengeance. After giving us a taste
• Chapter IV deals with all of the issues in Alpha Centauri of the new ideas and
involved in managing and maintaining features in Civilization, Sid Meier, Jeff
your cities. Briggs, and the rest of the Firaxis team
• Chapter V talks about empire management have gone back to basics, bringing Civ into
issues such as government, diplomacy, the new millennium.
and trade. Civilization III, like its predecessors,
• Chapters VI, VII, and VIII discuss the has something for everyone. While the
details of advances, improvements and basic game remains much as veteran
Wonders, and units (respectively), plus all players remember it, the new features and
the concepts and strategies tied to them. rules throughout will delight—and some-
times confound—experienced world leaders.
• Chapter IX offers general strategies
The next few sections will give you
for achieving each of the six victory
an overview of the new features you
conditions.
can expect to encounter—and the old
• Chapter X gives you the lowdown on the features that have gone the way of the
Civilization III editor and provides the Roman Empire.
basic information that advanced players
need to customize the game to their
hearts’ content.
2
CHAPTER I: IN THE BEGINNING
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CHAPTER I: IN THE BEGINNING
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• No more Diplomats or Spies: All of your and rules that have been removed. Some
espionage activities are now carried out of these will come as a welcome surprise
through your embassies. to Civ veterans, while others will topple
• No more Caravans or Freight units: tried-and-true strategies used since the
Trade is now a function of connectivity first game was released in 1992. The most
via road, railroad, air, or sea. The trade salient deletions include:
units have been eliminated. • Zones of Control: You are no longer
prevented from moving within one map
For more information on diplomacy and
square of an opposing unit or city.
other civilization interactions, see chapter V.
(Some units can still take certain liberties
against others that pass through an
More Ways to Win adjacent square, though. See chapter VIII
In the previous Civilization games, you for details.)
had two primary choices when it came to • Bribery: It is no longer possible to bribe
victory: build a spaceship and be the first opposing units to join your army—and
to colonize Alpha Centauri or wipe all of they can’t bribe your units to join theirs.
your opponents off the face of the planet. The only units that can be taken over by
You still have those options in Civ III, but another civilization are Workers, who are
you have other options as well. traded in diplomatic negotiations, and
• Cultural Victory: Win through Culture units with a zero defense, which can be
Points. captured in combat.
• Diplomatic Victory: Get elected to the • Fundamentalism: Sorry, warmongers.
head of the United Nations. This form of government is history.
• Domination Victory: Win through • Automatic improvement sales: Your
territorial expansion. cities no longer sell improvements
without your permission when your
• Histographic Victory: Win by having
treasury runs low. (At least, not on the
the highest Civilization Score.
easier difficulty levels.)
Find a complete discussion of the • The Senate: Remember how those guys
various paths to victory in chapter IX. were always going behind your back and
making peace treaties during a nice,
Notable Exclusions enjoyable war? Well, that’s a thing of the
Knowing what has been added and updated past! Before you get too excited though,
is vital to formulating a sound strategy, the Senate has been replaced by the
but equally important are the concepts concept of war weariness, which has
similar effects. (See chapter V for details.)
6
II
STARTING OFF ON
THE RIGHT FOOT
E xperienced players know that the
decision-making processes in the
Civilization® games begins before you build
CHOOSE YOUR WORLD
your first city. In fact, it begins before you
even see the map!
Civilization III includes a wide variety
of setup options that can radically affect
how the game plays out. Depending on the
options you select, each new game can be
fundamentally different than the last.
This chapter talks about your up-front
decisions, including world size and climate,
difficulty level, level of competition, and
tribe selection. By the end of the chapter, Choosing your world
you’ll know exactly how to set the options
so that they best suit your preferred style The first set of options are primarily associ-
of play. ated with the size, land/water composition,
and weather. (Barbarian activity is covered
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P RIMA ’ S O FFICIAL S TRATEGY G UIDE
here as well.) These options greatly affect Larger worlds lend themselves to a
the level of conflict and the availability of more leisurely game that revolves around
resources in the game. prolonged exploration, peaceful expansion,
and science-based victory. Depending
World Size on the number of opponents you select,
you could be well into the Middle Ages
The size of the
or beyond before you encounter your
world determines
neighbors. By that time you will have
the amount of
(hopefully) expanded to the point where
terrain available
your neighbors cannot easily bully you.
for exploration—
If you prefer a peaceful strategy, large-
the larger the
world games are for you.
world, the more
room there is
to explore. Five Land Mass and
world size options Water Coverage
are available:
• Tiny (60x60 terrain squares)
• Small (80x80 terrain squares)
Land mass and the ratio of water to land
• Standard (100x100 terrain squares)
affect the game in a number of ways. The
• Large (140x140 terrain squares) three land mass selections are:
• Huge (180x180 terrain squares) • Pangaea: This world is dominated by
Size does matter in Civilization III. one large interconnected landmass.
When you play on a smaller world, the • Continents: Large bodies of water
world map can be completely explored separate many large landmasses.
early in the game. Thus, you’re likely to • Archipelago: Many small landmasses are
encounter most or all of your opponents scattered across a large, continuous body
very early on. Games on small worlds of water.
tend to be shorter because they usually
degenerate into territorial squabbles that Land mass type greatly affects your
then turn into full-scale wars. Conquest strategy throughout the game. For example,
Victories are the most common way to on an Archipelago world, you have less
win in a small-world game. room to explore on your starting continent.
To grow your empire, you must take to the
sea early and find new islands to conquer.
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C HAPTER II: STARTING OFF ON THE RIGHT FOOT
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Empire growth can be difficult in either • Cool: This climate has a larger number
of the extremes. Arid climates don’t lend of Tundra squares but fewer Deserts
themselves well to food output, which means and Jungles.
slow city growth. Wet climates and their
attendant terrain types, while abundant Once again, moderation is the key to an
food producers, are less conducive to easier game. At either temperature extreme,
commerce. Disease also plagues wet you’re bound to run into more undesirable
worlds, making it difficult to keep your terrain than you’d like. Both Desert and
cities growing. Tundra are extremely difficult to deal with
The Normal climate, with its even mix in terms of resource production. If you
of terrain types, is the easiest to deal with. don’t want that headache, stick to the
(For more information on terrain types, see Temperate setting. Play on a Warm or Cool
chapter III.) world only if you’re looking for a challenge.
Temperature Age
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C HAPTER II: STARTING OFF ON THE RIGHT FOOT
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PLAYER SETUP
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C HAPTER II: STARTING OFF ON THE RIGHT FOOT
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As you can see, choosing your civilization more opponents you can choose. If you
is now more than just a matter of choosing don’t select any, the computer picks the
which unit color and leader image you like number and identity of your opponents at
the best. This decision now determines random. If you want to know what you’re
important factors that affect the course of up against, pick them yourself. Otherwise,
your entire game! anything goes.
Choose your civilization based on your
preferred style of play. Although a savvy
player can match any civilization to any
RULES
style of play with some degree of success,
certain civilizations lend themselves better
to achieving certain victory paths. Here are
some guidelines:
• Domination Victory: Americans, The rules and their implications are
Chinese, English, Germans, Iroquois, explained in detail in the game manual, so
Russians, Zulus there’s no point in belaboring them here.
• Diplomatic Victory: Aztecs, Babylonians, Basically, the game allows you to deactivate
Chinese, Egyptians, Greeks, Indians, victory conditions. Doing so makes the
Iroquois, Japanese, Russians game harder to win because your paths to
• Cultural Victory: Aztecs, Babylonians, victory are limited. You can also deactivate
Egyptians, English, French, the civilization-specific characteristics
Germans, Greeks, Indians, Iroquois, and units.
Japanese, Romans
• Conquest Victory: Aztecs, Japanese, NOTE
Persians Romans, Zulus If you long for the good old days, use
the Rules section of the Player Setup
• Space Victory: Americans, Babylonians, screen to approximate the original
Egyptians, French, Greeks, Persians, Civilization experience. Turn off “Allow
Russians Civ-Specific Abilities” and all of the
victory options except “Space” and
Of course, the civilization-specific “Military.” There are still differences,
characteristics apply to your computer of course, but this is as close as you
opponents as well. Civilization III allows can get. Enjoy!
you to select the opponents you want to
play against—the larger the world, the
14
C HAPTER II: STARTING OFF ON THE RIGHT FOOT
There are also a number of general • On all levels, your first few units require no
difficulty effects: support. On Chieftain and Warlord levels,
• On Chieftain and Warlord levels, units several additional units are support-free.
do not automatically disband when you • Corruption increases with difficulty level.
run out of Gold to support them. • The lower the difficulty level, the more
• On Chieftain and Warlord levels, improve- likely it is that you’ll receive a reward
ments aren’t automatically sold off when of some sort when you visit a village
you run out of Gold to maintain them. (goodie hut).
• Your opponents are more lenient during
negotiations at lower difficulty levels.
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16
III
RESOURCES AND
CITY CONSTRUCTION
N ow that you’ve selected your civilization
and the general conditions of the
game and game world, it’s time to start
with throughout the game—food, shields,
and commerce—as well as a detailed
look at the new ap resource model in the
building your empire. Your first task is to Civilization® III game.
build your empire’s capital city. But where
should you build it? This decision, made
when your empire is no more than a few
RESOURCES
fledgling units, is easily as important as AND TERRAIN
any you’ll make in the game. Throughout the game, you build and
The last section of the chapter discusses acquire cities. The location of these cities
selecting your first city site and improving defines their fate throughout the game. A
the surrounding terrain so that you can get well-placed city grows briskly and has rapid
your empire off to a strong start. We’ll production. A poorly placed city stagnates,
begin, however, with an in-depth look growing slowly and producing units and
at the resources you’ll be most concerned improvements at a snail’s pace.
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To build cities that prosper, you need to your cities in areas where the terrain
understand the game’s resources and their produces abundant food, you increase the
effect on your empire. city’s potential for rapid growth.
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C HAPTER III: RESOURCES AND CITY CONSTRUCTION
Commerce
Commerce, which was known as
“Trade” in previous Civilization
games, is the most complicated of
the three major resources. The commerce a The science and entertainment sliders
city produces is divided three ways: on the Domestic Advisor’s screen.
• Science On either screen you can see the
• Taxes commerce percentage allocated to two
• Entertainment of the three commerce categories. The
difference in the percentages is the amount
Although the principles of commerce in of commerce allocated to the third category.
Civ® III are pretty much the same as those So, if the commerce bars on the City Display
in the previous games, veterans should show 60 percent taxes and 30 percent
note some subtle changes. science, the remaining 10 percent is allocated
The City Display now shows only two of to entertainment.
the three commerce categories—science and Each commerce component is important
taxes. The top line shows the percentage of in its own way:
commerce allocated to taxes—unit support, • Taxes: Taxes take on a new level of
improvement maintenance, and (if there’s importance in Civilization III. They now
anything left) your treasury. The bottom maintain city improvements and all of
shows the percentage of commerce your units. The taxes generated by your
allocated to science—researching new cities are combined and all improvement,
civilization advances. unit maintenance, and support is
subtracted from the total. The remaining
Gold (if any) is placed in your treasury.
• Science: This is, arguably, the most
important facet of commerce. Science
The commerce breakdown on the City Display. is used to research new civilization
The third component, entertainment, advances. As discussed in chapter VI,
is now monitored and controlled from the every advance has a research “cost” that
Domestic Advisor’s screen. The two sliders must be paid before it can be discovered.
represent science (top) and entertainment Every turn, the portion of commerce
(bottom). allocated to science is applied to the
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C HAPTER III: RESOURCES AND CITY CONSTRUCTION
• Mining Bonus: The resource bonus • Road Bonus: The resource bonus received
received when the terrain is improved when a road is built in the terrain
through mining. square. (In addition to this bonus, roads
always decrease the movement cost of
any terrain square to 1/3.)
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Desert
NOTE
Avoid building cities
When you build a city on a terrain type
in areas surrounded by that produces no shields and cannot
Desert, and under no normally be upgraded to make it
circumstances should produce shields, the game automatically
you ever build a city provides the city square with a shield
on a Desert square. The production of one per turn.
only possible reason for
building near a Desert is to gamble on the
Forest
presence of Oil, an important strategic
resource. Even so, never include more than Forests have always
one or two Desert squares within your city been wonderful assets
radius—if you do, you run the risk of slow to a city. They provide
growth and starvation in that city. the most shields of any
terrain type while still
Flood Plain providing food. In
Flood Plains are new to Civilization III. Civilization III, Forests
They provide more food than any other offer an additional bonus—they can be
terrain type—that harvested for a one-time windfall of
means fast city growth 10 shields. This is a great way to hurry
in cities surrounded by the production of an important unit,
Flood Plains. improvement, or Wonder.
There is one drawback, Because Forests produce only one food
however. Flood Plains per turn, a city built on a Forest square
breed disease. When one grows at a slower-than-normal rate—but it
of your citizens is working a Flood Plains benefits from the Forest’s defensive bonus.
square, there is a chance each turn that Although you shouldn’t make a habit of
disease will strike the city, reducing building your cities in Forests, such a city
its population. Even so, disease strikes can be successful if the surrounding squares
infrequently enough that it’s worth the produce enough food to compensate.
risk for the extra food.
Grassland
Grasslands are one of the two most versatile
terrain sites, along with Plains. Each has
its indigenous advantage. In this case, it’s
food. The Grassland’s high food output
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C HAPTER III: RESOURCES AND CITY CONSTRUCTION
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Mountains Plains
Like Jungles, Mountains Plains are arguably the
are entirely unsuitable best city sites, especially
as city sites. Even the early in the game. Cities
massive defensive bonus built on Plains generate
your units receive in slightly less food than
this terrain doesn’t Grassland cities, which
compensate for the makes them grow a
total lack of food there. little slower. This keeps unhappiness at
Mountains are an excellent source of bay a little longer—a real boon on the
some of the most important strategic higher difficulty levels. Plains make up for
resources in the game, including Iron, this by offering a shield—something that
Saltpeter, and Aluminum. As such, it’s Grasslands lack.
useful to include mountains inside some
of your cities’ radii. TIP
Ocean When you build a city, the terrain square
on which you build it is automatically
Ocean is the deep water improved in every way possible:
that appears three irrigation, mining, and roads. That
squares and farther off means that the city square itself reaps
the coast. Most of the the increased benefits of the improved
Ocean squares on larger terrain. This makes the choice of terrain
worlds or worlds where for a city very important. Cities built on
land is sparse will go terrain that cannot benefit from one or
more terrain improvement method will
unused. However, one or more Ocean
accumulate fewer resources than those
squares usually fall within the city radius built on highly improvable terrain.
of each coastal city.
When possible, choose city sites where
the Ocean square(s) house a special Sea
resource, such as Fish or (better still) This intermediate water
Whales. These resource-enhanced Ocean terrain falls along the
squares are a vast improvement over the shoreline, between
standard variety. Coast squares and Ocean
squares. Every coastal
city includes at least
one Sea square in its
city radius.
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C HAPTER III: RESOURCES AND CITY CONSTRUCTION
Sea squares are just like Coast squares are divided into three categories, each of
except that they produce one less commerce. which provides a set of unique benefits.
As with Ocean and Coast squares, Sea terrain
is most valuable if it contains a special Bonus Resources
resource—in this case, Whales or Fish.
Tundra
Tundra is essentially
a Jungle without the
disease, though it is
slightly more improvable. Bonus resources increase the productivity
As is true of most of of normal terrain. Their presence causes
the inhospitable terrain a terrain square to produce more food,
types, several special shields, and/or commerce than it normally
resources that appear in Tundra squares would. Cities built with bonus resources
are worth having. Your best bet in this inside their city radius tend to be more
case is to set up a colony. Don’t include successful. For instance, a city with one or
Tundra within your city radius unless you more Wheat squares inside its city radius
absolutely have to, and never build a city has more food production potential and
on a Tundra square. grows faster as a result.
Table 3-2 lists all of the bonus
Special Resources resources, their effects on food, shield,
Scattered around the world are enhanced and commerce production, and the terrain
terrain squares that produce additional types on which they are found.
resources. In Civilization III, special resources
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TABLE 3-3.
Luxury Resources EFFECTS OF LUXURY RESOURCES
RESOURCE FOOD SHIELDS COMMERCE TERRAIN TYPES
Dyes +0 +0 +1 Forest, Jungle
Furs +0 +1 +1 Tundra
Gems +0 +0 +4 Mountains
Incense +0 +0 +1 Hills, Desert
Ivory +0 +0 +2 Forest, Plains
Luxury resources improve terrain in the same Silks +0 +0 +3 Forest
manner as bonus resources—they allow the Spices +0 +0 +2 Forest, Jungle
terrain square to produce additional basic
Wines +1 +0 +1 Grasslands, Hills
resources (usually commerce). Luxury
resources also help keep your population
happy. Every luxury resource to which the Strategic Resources
city has access has the potential to make
one content citizen happy.
NOTE
To reap the happiness benefit of a
luxury resource, you must build a road
to it. You don’t have to have a citizen Strategic resources are, without a doubt,
working on the terrain square to reap the most important of the special resource
the happiness benefits of the luxury, nor types. Like luxury resources, they provide
does the luxury have to be within the city an increase in basic resources that the
radius. To collect the food, shield, and terrain they occupy produces (sometimes
commerce bonuses, however, the terrain shields, sometimes commerce, but never
must be within your city radius and one
of your citizens must be working on it.
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C HAPTER III: RESOURCES AND CITY CONSTRUCTION
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C HAPTER III: RESOURCES AND CITY CONSTRUCTION
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C HAPTER III: RESOURCES AND CITY CONSTRUCTION
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IV
CITY MANAGEMENT
N ow that you know how to read the
terrain and select the perfect city
site, you can just sit back and watch your
YOUR CITIZENS
cities thrive, right?
Wrong! Finding a good location and Without your citizens, your cities
building the city are only the beginning. are nothing—literally! Cities in the
Despite the addition of smarter City Civilization® III game are defined by the
Governors and the production queue, your number of citizens that dwell in them. The
cities cannot function at peak efficiency citizens do all the work that produces your
without your intervention—especially resources and keeps your production going.
when they’re just starting out. They need So, it’s not surprising that many of the
you to mold and shape them into valuable top priorities of city management concern
cogs in the well-oiled machine that is your population.
your empire.
This chapter examines the inner workings Population Growth
of cities, giving you hints and strategies to Your cities grow as a result of the amount
help you deal with the common problems of food they generate each turn. When the
encountered in city management. food storage box on the City Display fills
up, the city gains another citizen.
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C HAPTER IV: CITY MANAGEMENT
The amount of food required for a Chapter III discusses some important
city to grow is based on the city’s size. strategies for increasing your food supply
Civilization III divides cities into three and city growth potential through terrain
size classes: improvement and the construction of
• Town (population of 6 or less) certain city improvements and Wonders
of the World. If none of these tricks work,
• City (population of 7–12)
try switching to a more advanced form
• Metropolis (population of 13 or more) of government, where resource production
is more fruitful. (See chapter V for details
The amount of food required for a city
on the government types and their effects.)
to grow is based on its class. The smaller
the city class, the less food it needs to grow.
So, Towns require a small accumulation of TIP
food for growth, Cities need more, and Anarchy produces the least resources
Metropolises need the most. of any government type. When your
The higher your cities’ populations, the empire falls into Anarchy (when you’re
switching governments, for instance)
more resources you gather. You want your
your cities probably can’t produce
cities to show steady growth. If a city is enough food to support their populations.
not producing a food surplus every turn, it Make sure that all of your cities have an
cannot grow. If a city is producing less food adequate food supply reserve before
that its citizens require, food is taken from you switch governments.
the food storage box for that city every
turn to cover the deficit. When the stored If, after all of your efforts, you find that
food is depleted, your population decreases your city still has a growth problem, you
by one. This cycle continues until the chose a poor city site. Re-read chapter III
deficit is corrected. for helpful tips in that area.
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your empire. Your people are growing are magnified if you are the one who
unhappy. What are you going to do about it? declares war. (The effects are actually
decreased significantly if your neighbor
The Causes of Unhappiness declares war on you.) The longer the
At first, the most common cause of war goes on, the more pronounced the
unhappiness is the size of your cities. unhappiness effects.
A side effect of population growth is
increasing unhappiness among your cities’ TIP
populations. The first few citizens in every War weariness is the new version of the
city are “born” content. After that, all of Senate from the previous games—those
your citizens are automatically unhappy pesky guys who always overruled your
unless they’re appeased. The higher the decision to declare war. You’re no longer
game’s difficulty level, the more of an issue technically prevented from declaring war
under Republics and Democracies, but
this becomes. (Table 2-3 in chapter II
the effects of war weariness are so
shows the exact numbers.) great that you’d better make sure you
can win the war quickly. Otherwise,
NOTE you’ll be forced to end the war due to
In the previous Civilization games, the rampant civil disorder.
number of cities you controlled could
also cause unhappiness if your empire
Resistance
grew beyond a certain size. This
is no longer the case in Civilization III. Resistance goes hand in hand with war
weariness. When you capture an opposing
Although this is most frequently the city in Civilization III, the population of
root of your troubles, other factors affect the city retains its nationality. That means
your peoples’ happiness as well. that, when you’re playing the Romans
and you capture an Egyptian city, the
War Weariness existing inhabitants are still Egyptians
Another factor that causes unhappiness despite the fact that the city belongs to
is war weariness. Under Republics and the Roman Empire.
Democracies, war weariness arises when Resistance takes place in captured
you are at war or are maintaining a warlike cities when you remain at war with the
posture—stationing or operating units civilization that previously controlled
inside enemy territory—for an extended the city. Resisting citizens do not produce
period of time. The effects of war weariness resources for the city, and you must
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C HAPTER IV: CITY MANAGEMENT
NOTE
Resistance doesn’t occur when you
recapture a city that originally belonged
to you. Because the citizens retain
their nationality for some time after
capture, citizens in liberated cities are
still your people. Why would your own
people resist? A city experiences civil disorder.
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C HAPTER IV: CITY MANAGEMENT
WONDERS
Cure for Cancer Makes 1 unhappy citizen content in every city
The Hanging Gardens Makes 3 unhappy citizens content in its city, and 1 unhappy
citizen content in all of your other cities
JS Bach’s Cathedral Makes 2 unhappy citizens content in every city on the continent
The Oracle Doubles the effects of all Temples in your cities
Shakespeare’s Theater Makes all unhappy citizens in the city content
Sistine Chapel Doubles the effects of all Cathedrals in your cities
Universal Suffrage Reduces the effects of war weariness in all of your cities
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so, keep your luxury rate as high as you Manually Adjust Your
can, make sure all your cities are connected City Production
so that they can share their luxury resources,
As described in chapter III, you can adjust a
and build as many happiness improvements
city’s workforce to maximize the resources
and Wonders as you possibly can.
you need the most. Simply move your
workers to terrain types that produce more
SHIELDS AND shields—Hills and Mountains, for instance.
PRODUCTION Just don’t overdo it. In your quest for
shields, make sure that you don’t create
Your cities are your production centers. a food deficit!
They construct the units, improvements,
and Wonders that form the substance and Disband Old Units
military force of your civilization. At the
As the game progresses, it’s not uncommon
heart of these production efforts is the
to accumulate out-of-date military units.
city’s shield output. Dealing with production
Maybe they were out in the field for a long
is second only to population control when
time, or fortified and forgotten inside your
it comes to good city management.
cities. Either way, they pile up, and you
might as well put them to good use if you
Dealing with don’t need them anymore. Simply activate
Shield Shortages the unit, move it to the city that needs
As with any other resource, shields are shields, and disband the unit. The resulting
sometimes in short supply. Although shield shields are added to the city’s current
deficits are no longer a unit-support production project. Disbanding units doesn’t
problem in Civilization III (because unit give you a huge number of shields—it
support is now drawn from your treasury won’t even put a dent in the production of
rather than your cities’ shield output), lack a Wonder, for instance—but it beats paying
of shields can still become a problem. support for a unit you don’t need anymore.
The best solution to shield shortage is
prevention. Chapter III gives you some NOTE
good tips on finding the right mix of In addition to being on the “gold
terrain to maximize your cities’ resource standard,” your units are now supported
production. But, you can’t always build centrally—directly from your treasury.
your cities in shield-rich areas. Luckily, The concepts of unit “home cities” and
the direct support of units by individual
there are plenty of solutions to shield
cities no longer exist in Civilization III.
shortage problems.
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C HAPTER IV: CITY MANAGEMENT
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Production Strategies
Starting on the turn you build your first
city, you are producing. Units, improve-
ments, Wonders—it never stops. Your cities
all have “Governors” that control their
various processes, including production.
(See the sidebar, “Governing the City
Governor,” later in this chapter for details.)
Even though you can let your cities run
on automatic, it’s best if you monitor
their progress and lend a guiding hand—
especially when it comes to production.
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C HAPTER IV: CITY MANAGEMENT
Here are a few general strategies to • Use the production queue. Ensure that
follow when it comes to your cities’ your city produces the items you want
production process: in the order you want them built by
• Prioritize your production needs. using the production queue. When you
Choose production items based on the open the Production menu on the City
needs of your city. Make sure the city Display, hold s and click the units/
is protected and the citizens’ needs are improvements/Wonders one at a time
provided for before you start building in the order you want them built. The
extravagant Wonders. city produces these items in the order
you specified until it either completes
• Don’t build beyond your means. the list or you change production
Remember, almost every improvement manually. This greatly reduces the
and unit sucks some Gold from your amount of micromanagement you have
treasury each turn. Watch your balance to perform.
sheet and don’t build more than you
can afford. • Build your Wonders in shield-rich
cities. Because of their high cost,
• You pick the projects. Your City Wonders take forever to build in cities
Governors try to anticipate your needs, where shield output is low.
but they’re often wrong. The only way to
make sure your cities produce what you • Think production changes through.
want them to produce is to make the Before you decide to switch production in
choices yourself. mid-stream, look at the relative costs of
the two items. If the item in production
• Read the production messages. Every is expensive and you’ve already spent
time a city produces something, a a lot of shields on it, switching to a
message appears telling you what was cheaper item wastes any extra shields
built and what Governor is planning to beyond the second item’s cost. Avoid
build next. Cities no longer build the this situation whenever possible.
same thing over and over until you
tell them to stop—they pick new items • Draft units in wartime: You are allowed
on their own. Make sure you change to draft a certain number of citizens into
production when the message appears military service in each of your cities
if you don’t want to build the item the (the number varies by government type).
City Governor has chosen. This can save you time and shields when
you’re at war. Use this method sparingly,
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NOTE
You cannot rush the production of
Wonders or Small Wonders. The only
“Rush jobs”—paying to complete the way to speed their production (other
production of a unit, improvement, or than the normal shield-optimizing
Wonder—have always been quite expensive, tricks) is to use a Leader to finish
but in Civilization III, the price of this them off. See chapter VIII for more
action might be higher than you’re willing info on Leaders.
to pay. The cost depends on your form
of government.
Under Monarchy, Republic, and
Democracy, you pay dearly in Gold for the
completion of the project at hand—four
Gold for every shield remaining in the
project, to be precise. This is the rush job
payment method that’s familiar to veteran
Civ players.
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C HAPTER IV: CITY MANAGEMENT
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Unfortunately, neither of these are The higher these numbers become, the
available until Modern Times. That means higher the chance of a global warming event.
that earlier in the game you must avoid As you might expect, when global
building too many improvements that warming occurs, the temperature rises all
pollute, mobilize your Workers to remove over the planet. This transforms terrain in
pollution when it occurs, and be ready to coastal areas into wetter terrain—Plains
build Mass Transit and Recycling Centers and Grasslands transform into Flood Plains
in all of your cities as soon as they and Jungles, for instance. Farther inland,
become available. the opposite occurs. Grasslands and Plains
are transformed into arid Desert Squares in
Global Warming many locations.
Obviously, you want to avoid global
Just as polluted
warming if at all possible. Unfortunately,
terrain is a result of
you have no control whatsoever over your
your empire’s pollution
opponents’ pollution. However, you can do
output, global warming is a result of
your part to help stop global warming by
worldwide pollution output. When the
making sure your cities are as pollution-
amount of pollution produced by all
free as possible. (See “Pollution Solutions”
civilizations combined reaches critical
earlier in this chapter for some helpful tips.)
levels, catastrophic environmental
effects result.
TIP
The chance of global warming
NOTE increases every time a nuclear
Global warming has also changed explosion occurs. Each successive
in Civilization III. If you’re used to atomic blast exponentially increases
the old system from the previous the chance for global warming. One
games, read on to discover of the best ways to prevent global
what’s new. warming is to avoid nuclear warfare
at all costs.
Global warming is no longer tied to the
number of polluted terrain squares that
exist in the world. Civilization III determines
whether global warming occurs by taking
into account the total population of all
cities in the world and the total number
of Pollution Points produced by the
improvements and Wonders in every city.
54
V
EMPIRE MANAGEMENT
A lthough good city management
skills are vital to your success in the
Civilization® III game, there’s a broader view
SYSTEMS OF GOVERNMENT
Five systems of government are available in
to consider. Your cities are but individual Civ® III (six, if you count Anarchy). Whether
cogs in the vast machine that is your you like it or not, you start out governing
empire. While you’re squaring away your through Despotism. The other government
city-related issues, always keep the welfare types become available over time through
of your entire empire in mind. research. Each government type favors a
This chapter takes a look at the elements different gameplay style, and you need to
that affect the macro-management of your know the benefits and drawbacks of each
civilization beyond the city level and your before you can decide which is right for you.
interaction with opponents. Here, you’ll The following sections describe the pros
gain valuable insight into choosing the and cons of each government type in
right government, dealing with the detail. Table 5-1 shows the government
new Culture element of the game, the effects and statistics at a glance. The
finer points of trade and diplomacy, and effects and statistics listed are as follows:
the backstabbing world of espionage. • Resource Output: The effects of the
government on the output of food,
shields, and commerce.
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Republic Communism
Republic is your second Communism is the
advanced government advanced government
alternative in Ancient that offers the most
Times. Just as Monarchy benefits to those of you
favors the conquest- who enjoy the conquest
minded, Republic offers game. While it lacks
incentives to those who the resource bonuses of
prefer to win through peaceful coexistence. Republics and Democracies, it allows for the
The up side of a Republic is enhanced highest possible level of military activity.
resource output and usage. Your commerce The level of free unit support under
output is significantly increased, which lets Communism is identical to that of Monarchy.
you spend more on luxuries and science The martial law benefit is increased over
(not to mention taxes) than you would Monarchy, as is the draft rate. Corruption
have under a Monarchy. The significantly and waste, while still greater than they are
lower rate of waste and corruption further under a Democracy, are “communal.” That
increases your level of commerce and is, all cities outside the capital suffer the
boosts your effective shield output as well. same rate of corruption and waste—a
The cost of these benefits is lack of considerably lower overall rate than
military freedom and the increased that of a Monarchy. The best feature of
possibility of population unhappiness. Communism (from a military standpoint)
You can’t use martial law to make citizens is that there’s no war weariness—a very
happy, which forces you to compensate helpful feature indeed when you’re trying
through improvements and Wonders. You to take over the world by force.
must also pay support on every unit you Besides the lack of resource bonuses
have in service, which limits the number of there is one additional downside to
units you can effectively field at any given Communism: rush jobs. As with Despotism,
time. The topper is war weariness, which the only way to rush the completion of a
prevents you from engaging in warlike unit or an improvement under Communism
activities for extended periods of time. For is forced labor—that is, you sacrifice
these reasons, Republics are most effective citizens to rush the production job. It’s a
when you’re playing a peaceful game. small price to pay, perhaps, for being able
to wage war with reckless abandon.
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C HAPTER V: EMPIRE MANAGEMENT
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Universal Suffrage 4
Wall Street 2 TIP
Your borders cannot expand beyond
The Effects of Culture the borders of another civilization and
vice-versa. To prevent an opponent’s
Culture affects your civilization in many borders from expanding, build a couple
ways. Each Cultural effect plays an important of cities close to the opposing city and
role in the expansion and/or prosperity of start building up your Culture. Eventually,
your empire. you box in your opponent and keep his
or her territorial expansion to a minimum.
Border Expansion As a bonus, you might eventually
The most obvious effect of Culture is the assimilate the rival city. Once your
cities’ Culture levels are high enough,
progressive expansion of your empire’s
the rival city will eventually defect to
borders. Border expansion is triggered your empire.
by the Culture Points accumulated by
individual cities. Each time a city hits a
certain Culture Point threshold, the city’s
border expands. As the game progresses,
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C HAPTER V: EMPIRE MANAGEMENT
Border expansion is vital when you’re The amount of time that it takes to
attempting a Domination victory. To win in assimilate a city into your empire depends
this manner, your borders must encompass on several factors, one of which is the
two thirds of the planet’s surface (see number of Culture Points you have as
chapter IX). There are also a number of compared to the city’s previous owner.
other advantages to territorial control: The more Culture you have, the shorter
• Your rivals cannot move along your roads the period of resistance. The bigger
or railroads in peacetime unless they first the Cultural difference, the longer the
negotiate a right of passage agreement, assimilation period.
and you can always eject enemy units If your Culture is significantly better
from your territory during diplomatic than that of your nearby rivals, their cities
negotiations. begin defecting to your empire of their own
free will. This handy Culture effect often
• The terrain within your borders is visible
allows you to win through Domination
at all times.
without firing a single shot. To snare rival
• Strategic and luxury resources within cities, simply build up the Culture in the
your borders can be gathered without cities closest to the rival’s border. Eventually,
building a colony. they’ll be begging to be a part of your
Culturally-superior empire.
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Negotiating Power
NOTE
Although you never see it onscreen,
your Cultural Opinion of your opponents
follows the same set of rules as far
as the game is concerned (your
personal opinion of your opponents
notwithstanding) for the purpose of
determining the results of certain
diplomatic and espionage actions.
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C HAPTER V: EMPIRE MANAGEMENT
TIP
To take advantage of a luxury or
strategic resource, simply build a road
between it and one (or more) of your
cities. Your citizens don’t have to work
The Trade Advisor’s screen the terrain to get the resource. In fact,
the resource doesn’t even need to be
within the city radius of any of your
Trade has always been an important concept cities—it only needs to be within your
in Civilization but, in Civilization III it is territory. You also can take advantage
even more so. There are two types of of luxury and strategic resources
trade—domestic trade and foreign trade. outside your territory by having a
Each plays an important role in empire Worker construct a colony on the
management. Keep track of your domestic resource square.
and foreign trade by checking the Trade
Advisor’s screen. To trade with one another, your cities
must be connected. For cities on the same
NOTE land mass, this is as simple as building
The trade system has been completely roads or railroads to connect the cities.
revamped in Civ III. Veterans of the All cities connected in this manner share
previous Civilization games should study strategic and luxury resources available to
this section for info on how the new any of the connected cities.
system functions.
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C HAPTER V: EMPIRE MANAGEMENT
negotiations. To trade resources with your that resource. Having a military advantage
neighbors, your empire must be connected over a neighbor is usually preferable to
to theirs, just as your own cities must be appeasing them in trade negotiations.
connected to share resources.
Luxury resources are some of your best TIP
bargaining chips in foreign trade. By When you are at war with a rival
trading luxuries with your opponents, you civilization, all trade with that empire
make them happy, and the luxuries you is cut off until hostilities cease. Make
receive in return make your people happy. an effort to maintain good relations
Whenever your opponents have luxuries to with your opponents with whom you
trade with you, take them up on their offer have a good trade relationship. This is
(or ask for the resources if they’re not especially true if you’re depending on
traded luxury resources to keep your
offering them on their own).
population happy.
TIP
Whoever controls the luxury resources DIPLOMACY
controls the game. Always take
advantage of as many luxury resources
as possible and guard them zealously.
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by encountering one of their units in the description of their attitude in the text
field), you can engage in rudimentary box, which can be (from best to worst):
discussions and trades of Gold and • Gracious
technology. But that’s just the tip of
the iceberg. • Polite
After you discover Writing, you can set • Cautious
up embassies in your opponents’ capital • Annoyed
cities (double-click the Capital City icon
• Furious
next to your opponent’s capital to do so).
At that point, you can enter into treaty Controlling your opponents’ diplomatic
negotiations and military alliances. Once demeanor is a difficult balancing act.
you discover Map Making, you can trade Many factors combine to determine your
world maps. Finally, after you research opponents’ opinions of your civilization.
Nationalism, you can engage in mutual The most important include:
protection pacts and trade embargoes • Prior positive negotiations. The more
against other civilizations. On top of all times you have dealt fairly with a
of this, you can also trade strategic and civilization, the happier they are to see
luxury resources and even entire cities you in successive negotiations.
during diplomatic negotiations.
Obviously, the implications of all • Honoring treaties. The more treaties you
of these diplomacy options are huge, violate with the civilization in question,
and many strategies can assist you in the lower their opinion of you. Violating
the diplomatic process. treaties with others also figures into
this equation.
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C HAPTER V: EMPIRE MANAGEMENT
Global Cultures
This concept is not related to Culture Points,
but it affects negotiations in a similar way
in some cases.
The game’s civilizations are divided into
five global cultures. Each global culture
shares the same city style and their citizens
look the same. Generally, civilizations
within a given global culture start in the
same general area of the map.
Civilizations that share the same global
culture as the tribe you’re playing tend to
be more tolerant of you during negotiations.
Table 5-5 breaks down the civilizations by One of the most helpful diplomatic tools
global culture. at your disposal is the Foreign Advisor. All
of your advisors give you helpful pointers
when you consult them, but none compare
to the Foreign Advisor’s wisdom.
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When you’re working out a diplomatic world maps are the most valuable because
deal, watch the Advisor’s advice window. As they reveal a great deal more information.
you add items to the negotiation “table,” Use map trading to explore the world
the Advisor gives you a very accurate without sending units out. By simply
opinion of what your rival thinks of the trading maps with civilizations you meet,
deal as it currently stands. If you follow you greatly expand your knowledge of
his advice, your negotiations are bound world geography and the size of neighboring
to go well. When he tells you that your empires. Further exploit map trading by
opponent will “probably find this proposal negotiating with your neighbors for contact
acceptable,” he or she probably will. When with other civilizations that they have
he tells you that your opponent will “be encountered but you haven’t met yet. Once
insulted by this proposal,” watch out for you’re in contact with them, you can trade
the diplomatic consequences if you propose maps with them as well.
the deal in spite of the Advisor’s warning!
By heeding the Foreign Advisor’s advice, you TIP
can be assured of a viable deal every time. The relative value of your world map in
In addition to his wise deal-making diplomatic negotiations changes over
advice, the Foreign Advisor gives you lots of time. It is never more valuable to your
incidental information about your opponent. opponents as it is when you first meet.
You can find out your opponent’s Cultural Exploit this by offering to sell them your
perception of your empire (see table 5-4), world map for a high price. (Watch the
their military strengths and weaknesses, Foreign Advisor to make sure you’re not
asking for too much.) Further increase
and their relative level of technology. All
your map profits by negotiating for
of this information helps you prepare for communications with civilizations that
future diplomatic (and military) encounters. you haven’t met yet and then selling
them your map.
Map Trading Advice
As mentioned earlier, after you research Technology Trading Advice
Map Making, you can trade maps with your
opponents during diplomatic exchanges. One of the most common requests your
You can trade two types of maps—world opponents make in diplomatic negotiations
maps (which show the position and is for a trade of civilization advances. It’s
particulars of everything you’ve explored), always helpful when you receive advances,
or territory maps (which show only Cultural but be careful of what advances you trade
borders and city positions). Of the two, away to them.
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C HAPTER V: EMPIRE MANAGEMENT
As a general rule, nonviolent technologies— Don’t trade away your own cities except
Pottery, Alphabet, Code of Laws, and so in certain, very specific circumstances. If
on—are fairly safe trades. Always consult a hostile rival hopelessly outmatches you
the research tree, however, to make sure and they won’t sign a treaty with you no
that what you’re trading doesn’t give your matter what other items you offer them,
opponent access to a Wonder you want to a city might appease them. Don’t consider
build or a head start on a military unit that this last-resort tactic unless you’re going
poses a threat to your security. to be overrun anyway.
When possible, avoid trading advances Also consider trading away a city when
altogether, especially when you have a the city in question is a “deadbeat”—a city
significant scientific advantage. Instead, that’s not producing resources no matter
offer to trade maps, luxury resources, or what you do to improve the situation. (This
even cold hard cash for their advances. That is common among cities that you capture
way, you expand your knowledge without or assimilate.) If the city is doing you no
giving their research effort a boost. good, give it to a rival and let him or her
deal with the problem. He or she will love
CAUTION you for giving up the city, no matter how
It’s dangerous to trade an advance
lame it is.
that allows your opponent to upgrade
his or her military capabilities. TIP
Chivalry and Gunpowder are two prime If you want to go to war with someone,
examples. Trade such an advance only but you don’t want to take the
if you are positive that the opponent reputation hit for initiating hostilities,
doesn’t have access to the strategic enter trade negotiations with the rival
resources needed to build the military in question and repeatedly ask them
unit the advance allows. (As far as to give you a city. He or she might
Chivalry is concerned, remember that brush you off at first, but eventually
the Indians don’t need Horses to build become angry enough to declare war
their War Elephant units!) on you. Then, you can smite back in
self-defense with no consequences to
your reputation.
Trade Cities? Are You Crazy?
The ability to trade cities is of limited use
as far as bettering your own position. In
practice, your opponents seldom (if ever)
agree to a trade that involves surrendering
a city to you.
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Investigate City
This option allows you to take a peek
inside any of your rival’s cities to see the
population, current production project,
garrisoned units, and so on—anything you
can see when you look at your own city
display. You can do this at any time with
little fear of being caught. It’s a great way
to scope out an enemy before you launch
an invasion.
Your dealings with other civilizations don’t Another, more scrupulous, method of
have to take place on the battlefield or using a spy to investigate a city is to save
over the negotiating table. At times you first, then scope out the city carefully.
want to take action against an opponent When you’re finished, return to your
without ever facing him or her. That’s previous save. Your spy is not lost and can
where diplomatic actions and espionage scope that same city again later or perform
come in. other actions.
Steal Technology
NOTE
By exercising this option, you instruct your
The methods of performing diplomatic
diplomat to steal a random advance (that
actions and espionage have changed
considerably in Civilization III. Veteran you haven’t yet researched) from your rival.
players should peruse this section This activity is pricey in more ways than
for helpful tips on the new covert one. First, your chance of success depends
action rules. on how much Gold you’re willing to spend.
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C HAPTER V: EMPIRE MANAGEMENT
Spending more Gold gives you a better To engage in these activities, you must
chance. (The average chance of success first plant a spy in the embassy. This
is about 75 percent.) Second, if you get operation has about a 50 percent chance
caught, this is considered an act of war. of success, so don’t undertake it lightly. If
Stealing an advance from a rival is risky your attempt to plant a spy fails, you’ve
business and shouldn’t be attempted if you made an instant enemy of the victim
want to maintain peaceful relations. civilization. Don’t attempt espionage
against any civilization you want to remain
NOTE friendly with.
No diplomatic actions are possible
Assuming you’re willing to take the risk
against civilizations you are at war with. to implant the spy and you are successful
Your embassy is closed for the duration in doing so, a wide variety of nefarious
of the conflict—if no spy is present in options become available when you access
the embassy. If a spy is present, the your embassy.
flow of information is uninterrupted.
NOTE
Under Communism, your spies are
Espionage Actions more experienced at their duties.
Therefore, all espionage attempts
under Communism have a slightly
better chance of succeeding.
Espionage Activities
Spies carry out the following activities:
• Sabotage: If successful, the spy destroys
the unit, improvement, or Wonder
currently being produced in the selected
After you research Espionage (and build the city. This is a great way to keep your
Intelligence Agency Small Wonder) you can rivals from building a Wonder that
engage in a wider array of covert activities you want.
in empires where you have established • Propaganda: This is an attempt to get a
an embassy. target city to defect to your civilization.
The chances vary widely depending
on the Culture Point ratio between
your empire and theirs (see table 5-4).
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When the same city is subjected to ensuing • Expose Spy: Recalls your spy back to
propaganda campaigns, their resistance your capital to expose an enemy spy (if
diminishes somewhat. The chances of there is one). This mission is the best
successfully launching a propaganda reason for having a spy; enemy spies
campaign are shown in table 5-6. can damage you as much as your spies
The chances of the target civilization damage them.
resisting said campaign are shown
in table 5-7. These factors are further
modified based on the governments of NOTE
the attacker and the defender. (More The chance of success for each
advanced governments resist propaganda espionage activity (with the exception
more efficiently, especially when launched of propaganda) is complicated. The
by less advanced governments.) average rate of success for each
is about 75 percent. This does not
indicate the chance of your spy being
NOTE caught in the act—that can happen
Cities under Anarchy are immune to whether the spy is successful or not.
propaganda. If your spy is caught, any of these
activities is considered an act of war.
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VI
THE ADVANCE OF
KNOWLEDGE
T hroughout the history of the world,
one of the driving forces behind
humankind’s development has been the
quickly. Make a bad decision and head
down the wrong research path and
you could be left behind militarily or
quest for knowledge. New developments technologically, leaving the road to victory
in sociological and scientific fields are the wide open for your opponents.
cornerstones of every advanced civilization, This chapter is dedicated entirely to
in the game as well as in the real world. research. In the first section, you’ll learn
The Civilization® III game is one of many how the research system works and what
fabrics, all of which are important pieces of you can do to optimize your scientific
a complex tapestry. However, if you had to efforts. The second portion of the chapter
point to one element that is most important, takes you on an age-by-age tour of all of
it would have to be research. The discovery the civilization advances, providing a
of new civilization advances is central to complete description of the benefits of
every other element of the game. If you each. Finally, you’ll be introduced to some
fall behind in your research efforts, your basic research strategies that will help you
opponents will make quick work of you and follow the research path that best suits
your primitive society, ending your game your needs and style of play.
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percentage, the faster your research. This is that generate commerce by default, but you
actually one of the only courses of action can remedy this by having your Workers
available to you early in the game, and it’s build roads on every available square within
an excellent way to give your science an the city radius. Every terrain type (except
early boost. Ocean, Sea, and Coast, of course) generates
After you build your first city, visit one unit of commerce when it’s improved
the Domestic Advisor’s screen and set your with a road.
science as high as you can—90 percent is Also, be on the lookout for special
the maximum. Until your empire starts to resources that increase commerce. Gold is
grow, you don’t have a pressing need for one of the best but, if possible, look for
tax income, and the citizens (the first few, strategic or luxury resources. That way,
anyway) are content without your having the resource increases your commerce and
to allocate any commerce to luxuries. provides either a valuable component for
Keep an eye on your treasury. As soon the construction of units and improvements
as it starts to dwindle (due to unit support or a source of happiness for your population.
and improvement maintenance) readjust
your commerce levels to compensate. On TIP
the higher difficulty levels, also watch Luxury resources—Silk and Gems in
your population’s attitude, and be prepared particular—are excellent double-duty
to compensate when unhappy citizens resources when you want a city
are “born” in your growing cities. In any to produce more commerce (and,
case, you should be able to keep the ultimately, more science). They provide
science flowing for quite a while before a significant amount of commerce, and
it becomes a problem. the presence of the luxury items allows
you to channel some of your luxury
Later in the game, when terrain-
commerce into science without affecting
generated luxuries and happiness- and your citizens’ happiness.
tax-generating improvements are in
place, use this tactic again to generate
extra science. Improvements and Wonders
You can build a number of improvements
Build Cities in and Wonders to increase your cities’
Commerce-Rich Areas research output. The more of these
Because science is a component of commerce, structures that you have in place, the
the more commerce your empire generates, faster your research progresses. Table 6-1
the higher its potential science output. lists the science-enhancing improvements
Coast and Sea are the only terrain types and Wonders and their effects.
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C HAPTER VI: THE ADVANCE OF KNOWLEDGE
WONDERS
Copernicus’s Observatory Increases city’s science output by 100%
(cumulative with existing improvements and Wonders).
Newton’s University Increases city’s science output by 100%
(cumulative with existing improvements and Wonders).
SETI Program Doubles science in the city where it’s built
(cumulative with existing improvements and Wonders).
The Great Library Automatically gives you any advance already discovered
by at least two other civilizations.
Theory of Evolution Grants two automatic civilization advances.
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income, scientists improve the city’s science Government commerce output (from
output. Every scientist you create generates lowest to highest) is:
additional science icons in that city. • Despotism
Creating a scientist is a double-edged
sword, especially in a small city. Every • Monarchy
citizen you remove from resource-gathering • Communism
duties decreases the city’s resource base. • Republic
This can lead to stagnation and slow
• Democracy
production in that city. In fact, if the
citizen you convert was working a terrain
square that generated a lot of commerce, THE CIVILIZATION
turning that citizen into a scientist could
be counterproductive. Make sure the
ADVANCES
commerce you lose doesn’t equal or A frequently occurring questions is “What
outweigh the science you gain. do I research next?” You can simply follow
the Research Advisor’s advice, or you can
pick advances at random—but that often
NOTE leads to undesirable results. It’s always best
Veteran players should note that a city to have a plan and, to plan effectively, you
no longer needs a population of five or
need to know the benefits of researching
more before you can create a scientist.
Scientists can now be created in cities one advance over another. Analyze your
of any size. situation and decide what advance best
suits your needs and your strategy.
Civilization III divides the advances
Switch Governments into four distinct ages, and this chapter
One final way of increasing commerce— explores the advances on an age-by-age
and, hence, science—is by choosing a form basis. Table 6-2 consolidates all of the
of government that is conducive to free advances into a single, alphabetical table
trade. As a general rule, commerce output so you can quickly reference the vital
increases as government types become statistics of any advance. The following
more advanced. The governments’ effect information is listed for each advance:
on corruption also has a bearing on • Prerequisites: The earlier advance(s) you
this decision—the more corruption you must discover before you can research
experience, the less commerce you have the advance.
to devote to science. • Units: The units that you can produce
after you research the advance.
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Medicine — — — — Sanitation,
Scientific Method
Metallurgy Chemistry Cannon Coastal Fortress — Military Tradition
Military Tradition Metallurgy Cavalry, — Military —
Cossack Academy
Miniaturization Computers — Offshore — Genetics, Robotics
Platform
Monarchy Warrior Code, — — The Hanging —
Polytheism Gardens
Monotheism — — Cathedral — Chivalry, Theology
Motorized Mass Production, Tank, Panzer — — Advanced Flight
Transportation Electronics
Music Theory Education — — JS Bach’s —
Cathedral
Mysticism Ceremonial Burial — — The Oracle Polytheism
Nationalism — Rifleman — — Communism,
Espionage
Navigation Astronomy Explorer — Magellan’s —
Voyage
Nuclear Power Fission — Nuclear Plant — The Laser
Philosophy Writing — — — The Republic
Physics Astronomy, — — — Magnetism,
Chemistry Theory of Gravity
Polytheism Mysticism — — — Monarchy
Pottery — — Granary — Map Making
Printing Press Theology — — — Democracy
Radio Electronics — — — Advanced Flight
Recycling Ecology — Recycling Center — Synthetic Fibers
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NOTE
The advances at the start of each age
are listed as having no prerequisites.
That’s not exactly true. To research
these advances, you must progress
past the previous age. For example,
to research Computers, you must first
discover all of the required advances
in the Industrial Age.
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In the long term, this is one of the can always come back to this advance at
two prerequisite advances (along with a later time if need be. In fact, you have
Philosophy) that allow you to research to—you can’t get to the Middle Ages
The Republic, arguably the second best without it!
government available in the game. If you’re
following any nonviolent strategy, head Horseback Riding
down this path as soon as possible so you Horseback Riding is one
can switch to a Republic. of the four “skippable”
Ancient advances, but
Construction there are two very good
Construction is one of reasons not to skip it—
the most significant especially if you’re
advances of Ancient following a military
Times. By far the most strategy. First, it allows you to build
important benefit of Horsemen, the most mobile military units
this advance is the of Ancient Times. It also makes the Horses
ability to build strategic resource appear on the map.
Aqueducts. Without them, your cities Without Horses, you can’t build the
stop growing. If you have problems with important Knight and Cavalry units that
population unhappiness, reach Construction are such a mainstay of your military
as quickly as possible so that you can reap during the Middle Ages. Although you can
the benefits of the Colosseum. safely put this advance off if there is no
immediate military need for it, don’t let it
Currency fall by the wayside when you advance to
Currency is one of the the next age.
few Ancient advances
you can afford to put on Iron Working
the back burner for a Just as Bronze Working
while in favor of other, provides your first
more pressing matters. effective defensive unit,
While the Marketplace Iron Working provides
improvement is very useful for increasing your first effective
commerce (and, hence, science, luxuries, offensive unit—the
and taxes), its effects are less important Swordsman. Research
than those of Libraries (Literature) and the this important advance early if you’re
two advanced forms of government. You building up your offensive forces for an
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Masonry Monarchy
After Bronze Working Monarchy is one of
and Ceremonial Burial, the two alternatives
Masonry is your next to Despotism available
best early-game research in Ancient Times
choice. It provides (the other being The
immediate benefits for Republic). You must get
growth (The Pyramids) away from Despotism as
and defense (Walls). It is also a key soon as possible to maximize your empire’s
advance in the research path that leads to resources. Whether you choose Monarchy
both Currency and Construction (through or Republic depends on your ultimate goal.
Mathematics). Unless you need the Monarchy is the better choice if you’re
immediate offensive benefits of Iron following a warlike strategy—you won’t
Working or Warrior Code, Masonry should have to worry about war weariness, and
be no later than third on your research many advances that lead up to Monarchy
“to do” list. are military in nature.
Mathematics TIP
The immediate benefit Monarchy is one of the skippable
of Mathematics is advances of Ancient Times, but don’t
offensive in nature: skip it even if you never intend to
namely, the ability govern by Monarchy. The Hanging
to build Catapults. Gardens, a major “happiness” Wonder
that used to be available when you
The more important
researched Pottery, is now available
benefits of Mathematics, through Monarchy. If you want to
however, are the research opportunities it build The Hanging Gardens, you’ve
opens up—Currency and, more importantly, got to fit Monarchy into your busy
Construction. While Writing and Mysticism research schedule.
should take precedence unless you have
a pressing need for Catapults, don’t put
Mathematics off for too long.
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C HAPTER VI: THE ADVANCE OF KNOWLEDGE
Mysticism
The most obvious NOTE
benefit of Mysticism is The “free advance” bonus imparted
to the first civilization to discover
The Oracle. In situations
Philosophy in the previous Civ ® games
where your citizens’ doesn’t exist in Civilization III. That
happiness is hanging in means there’s no big rush to be the
the balance, Mysticism first to discover this advance.
is a very important
advance indeed. The Oracle can be of great
assistance in preventing civil disorder Polytheism
early in the game. Of all the second-tier Polytheism is merely a
Ancient advances, only Writing is more stepping stone advance
important. Mysticism gains a slight on the path to Monarchy.
priority over Writing if you’re making It provides no units,
a run for Monarchy. improvements, or
Wonders, and has no
Philosophy other effect on your
Philosophy is a crucial empire as a whole. Unless you are on a
link in the chain of quest to discover Monarchy as soon as
advances leading to The possible, put off this third-tier advance
Republic. By the time in favor of more lucrative advances such
this advance comes up as Literature and Construction. Of course,
for research, you’ve you have to get around to it eventually—
probably got a lot of otherwise you can’t advance to the
choices available. Because Philosophy offers Middle Ages!
no immediate benefits, Literature and Code
of Laws should take precedence in most Pottery
cases. Don’t put off Philosophy for too long Pottery’s immediate
if you’ve decided to pursue The Republic. benefit is the Granary.
Otherwise, Despotism will take its toll on As discussed in
your growing empire. chapter VII, the benefit
Granaries provide early
in the game is debatable.
Pottery only leads to
one other advance—Map Making. So, the
importance of Pottery is a rather subjective
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TIP
The Wheel definitely takes precedence
over Warrior Code if you’re playing
as the Egyptians. The benefits of
War Chariots far exceed those of
lowly Archers.
Writing
When you glance at the
research tree, it seems The research tree for the Middle Ages
as if Writing provides
you with no immediate In the Middle Ages, technologies advance
benefits. While it is true beyond the basics. Many of the advances in
that, like Alphabet, no the Middle Ages deal with the finer details
units, improvements, of civilization, such as art, music, and
or Wonders are made available by this finance. With the increase in technological
advance, Writing does allow you to make sophistication comes a higher research
treaties with rival civilizations. This is an price. If your cities’ science output is less
important diplomatic skill—absolutely vital than adequate, this is where you’ll start
if you’re out to make friends with your to feel it.
neighbors rather than conquering them. To begin research on Industrial Age
More importantly, Writing allows three advances, you must research all of the Middle
major advances—Literature, Code of Laws, Ages advances except:
and Map Making— and is one of the key • Chivalry • Military Tradition
steps on the path to The Republic. This • Democracy • Music Theory
advance should be high on your priority
• Economics • Navigation
list, especially if you’re following a
nonmilitaristic strategy. • Free Artistry • Printing Press
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C HAPTER VI: THE ADVANCE OF KNOWLEDGE
Democracy TIP
Democracy is the Economics has one additional
pinnacle of government benefit: it doubles the shields-to-Gold
advancement. If you exchange rate when you set a city
follow a peaceful to “build” Wealth. If you use this
strategy, make a run fund-raising method often, consider
for Democracy as soon researching Economics.
as you get to the Middle
Ages. Your empire benefits from being a
Democracy, and you pick up key scientific
and religious advances along the way.
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If your strategy involves naval warfare you have to put off a lot of important
or if you’re on a world with a lot of water, nonmilitary advances along the way.
make a run for Magnetism before you go This is one of the optional advances of
for other military advances such as this age and, if you’re not going to need
Metallurgy and Military Tradition. the Military Academy or Cavalry units,
there’s no need to research it. Passive
Metallurgy players can let this one slide.
This advance falls near
the end of the military TIP
branch of the Middle Don’t skip Military Tradition if you’re
Ages’ research tree. It playing as the Russians. Otherwise,
provides both a new you’ll never be able to build your
bombardment weapon civ-specific unit, the Cossack.
(the Cannon) and the
useful Coastal Fortress city improvement.
Cannons are useful only in aggressive
Monotheism
scenarios, but Coastal Fortresses benefit Monotheism is the first
any style of play. advance in the peaceful
Unless you’re at war with another yet lucrative Middle
civilization, Metallurgy can be put off Ages research branch
until after you researched some of the that eventually leads to
more immediately beneficial advances. Democracy. This advance
is the second one you
Military Tradition should research when you reach the Middle
Ages (right after Feudalism). No matter
Military Tradition, as
what sort of strategy you employ, the
its name suggests,
happiness benefits derived from Cathedrals
provides benefits that
are vital to your continued success. Even
are entirely military in
playing the military game, deviate from
nature. Cavalry units
your normal research course long enough
are the most mobile
to grab this advance.
and powerful attack
units in the Middle Ages, and if they can
be built early on, they can turn the tide
of an ongoing war. But, to get to Military
Tradition early in the Middle Ages,
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C HAPTER VI: THE ADVANCE OF KNOWLEDGE
Music Theory
Music Theory is similar NOTE
to Free Artistry in that Navigation opens trade across Ocean
squares, which is a valuable benefit.
it is a spur advance that
However, the same benefit becomes
leads nowhere but is too available when you research Magnetism,
good to ignore because so it doesn’t make Navigation any
of the Wonder it allows more appealing.
you to build. It has the
edge on Free Artistry when it comes to
importance, though, because the happiness Physics
effects of JS Bach’s Cathedral, though less Physics, like Chemistry
dramatic, are more widespread. before it, is a link in
Research this optional advance rather the chain that leads to
than skipping it—but only if nobody else the end of the military
has built JS Bach’s Cathedral and you’re branch of the Middle
willing to take the time to build the Ages’ research tree. If
Wonder yourself. you’re making a push
for naval superiority, choose Physics over
Navigation Metallurgy when you’re deciding where to
Navigation is another go from Chemistry—assuming you’ve
optional advance. If already researched Astronomy, of course.
you’re a fan of naval Otherwise, put this advance aside and
warfare and/or sea finish out the two military advances
travel, Magellan’s (Metallurgy and Military Tradition) first.
Voyage, which becomes
available with this Printing Press
advance, gives you a definite mobility Printing Press is the
edge over your opponents. Chemistry of the
Unless you want to build Magellan’s nonaggressive branch of
Voyage, there’s no good reason to research the Middle Ages research
Navigation. The Explorer unit made possible tree. It provides no
by this advance is not compelling enough benefits of its own,
to divert your research from the many more but it is one of the two
advances available at this time. immediate prerequisites of Democracy and,
as such, vital to your research efforts if
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Electronics Flight
Electronics offers the Flight might seem
first shield-boosting like a purely military
alternatives to the advance because its
pollution-belching Coal most noticeable effect
Plant—Hydro Plants is that it ushers in the
and the Hoover Dam era of air units. Because
Wonder. Electronics of the new trade system
is also a prerequisite for both Motorized in Civ III, Airports have a new importance—
Transportation and Radio. This advance they allow the sharing of strategic and
truly has something for everyone. luxury resources between any of your cities
equipped with Airports. This link is crucial
Espionage as your empire spreads over a progressively
The value of researching larger area.
Espionage, one of the Before you make a beeline for Mass
Industrial Ages’ optional Production and Motorized Transportation,
technologies, depends research Flight. That way, your distant cities
on whether or not have access to all the vital resources they
you like to wage a need to build those advanced military units.
war of subversion
rather than attacking your enemies in the Industrialization
open. Espionage allows you to build the Industrialization ushers
Intelligence Agency Small Wonder, which, in the era of pollution.
in turn, allows you to carry out spy Starting with the Coal
missions. (See chapter V for details.) If Plant and the Factory,
spying isn’t your thing, you can skip this this line of research
advance altogether. leads to a whole string
of city improvements
that pollute. The lure of increased
shield production makes Industrialization
a popular advance for all strategies—just
be prepared to deal with the pollution
consequences.
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Replaceable Parts
Radio Replaceable Parts gives
Radio is a late-Industrial you a huge defensive
Ages steppingstone upgrade in the form of
advance. It provides the Infantry unit. Added
you with no units, bonuses include the
improvements, or Artillery unit, which
Wonders. Its sole greatly improves your
purpose is to allow you bombardment capabilities (if you’re into
to research Advanced Flight. While this that sort of thing), and the appearance
can be a very important advance if you’re of the Rubber strategic resource. Most
playing a military game, Radio serves little importantly, however, Replaceable Parts is
immediate advantage if Advanced Flight one of the immediate prerequisites for Mass
isn’t part of your strategy. If you’re not Production and all of the military might
interested in Advanced Flight, you still represented by it and its ensuing advances.
have to research Radio to advance to
Modern Times, but you can put if off
for quite a while.
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Scientific Method
NOTE Scientific Method is an
An excellent side effect of researching important step toward
Replaceable Parts is that it doubles the
the pivotal Electronics
speed of your Workers.
advance. Unlike many
of the second- and
Sanitation third-tier advances
Sanitation looks like in the Industrial Ages,
a dead-end advance— Scientific Method is more than just a link
and, research-wise, it in the chain. It allows you to build the
is. However, don’t skip Theory of Evolution Wonder. Get to this
it. In fact, it should be advance as quickly as possible and be the
high on your priority first to build the Wonder. If you do, you get
list when you enter two free advances. It’s a great way to speed
the Industrial Ages. The reason is simple: your research efforts.
Hospitals. Your cities can’t grow beyond
size 12, and thus can’t reach their Steam Power
maximum potential without them. Steam Power is a
cornerstone advance of
the Industrial Ages. It
NOTE
opens the door for just
Sanitation also indirectly allows you
about every research
to build the Battlefield Medicine Small
Wonder, the prerequisite of which is topic available, and as
to build five Hospitals. This gives such appears to be the
Sanitation added importance when most important advance to research at
you’re trying to conquer the world. the start of the era. It’s not. Despite its
immediate and long-term advantages, both
Nationalism and the Medicine/Sanitation
combo should take precedence in most
cases. (See the descriptions of those
advances for the reasons.)
In addition to making the Ironclad unit
possible, Steam Power allows your Workers
to construct railroads and makes the Coal
strategic resource appear.
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Ecology
Ecology is the beginning
of a short but lucrative
research path with
The research tree for Modern Times something for everyone.
The immediate benefits
Now you’re in the research home stretch. of Ecology are two
The advances of Modern Times represent pollution solutions: Solar
the pinnacle of human achievement. These Plants and Mass Transit. (See chapter IV for
ultra-scientific advances contribute to the more info on pollution.) This isolated
betterment of your civilization and the branch of the Modern research tree leads
world as a whole. Of course, that all to additional pollution fixes (Recycling),
depends on your ultimate goal. Some of spaceship parts, the most powerful ground
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TIP
Building Wonders of the World increases
your Culture Point total, whether you
directly benefit from the Wonders or
not. So, if you have the extra time and
resources to build a Wonder such as the
United Nations, do so. Even if you have
no hope of winning a Diplomatic Victory,
the Culture generated by the UN is
still useful.
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Superconductor
This advance is where TIP
Fission and Space Flight Always research Rocketry before you
research Synthetic Fibers. The Aluminum
meet. Superconductor
you need to build the spaceship parts
provides you with two and Modern Armor allowed by Synthetic
more spaceship modules, Fibers is unavailable until after you
so it’s a vital technology discover Rocketry.
for achieving the Space
Victory. Don’t ignore this advance if you
are pursuing a military strategy, though. Future Technology
It’s one of the prerequisites for Integrated
Just because you’ve
Defense—an advance you’ll need if you’ve
researched every
ticked off your opponents enough that
advance listed on the
they’re using nuclear weapons against you.
research tree, that
doesn’t mean that
Synthetic Fibers scientific advancement
Like Rocketry, the grinds to a halt! After
primary benefits of all of the named advances are discovered,
Synthetic Fibers you can continue your research with an
research are spaceship- endless string of Future Technologies.
related. This advance Future Technologies don’t benefit you in
allows you to start any way except that each one adds to your
building three of the Civilization Score.
10 parts you need for your vessel (assuming If you’re not playing the game for score,
the required strategic resources are you can finally divert your commerce from
available). As a bonus, Synthetic Fibers science to taxes. This is just what you
lets you build the ultimate ground attack need to help you buy units to finish off
unit—Modern Armor. If war is your chosen your enemies or hurry the production of
path to victory, this unit should seal your spaceship components so that you can be
opponents’ fate. the first to reach Alpha Centauri.
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C HAPTER VI: THE ADVANCE OF KNOWLEDGE
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C HAPTER VI: THE ADVANCE OF KNOWLEDGE
1. Feudalism TIP
2. Monotheism If you like to use subversive tactics
rather than overt warfare, move
3. Chivalry Espionage higher on the list. The
4. Engineering earlier you research this advance,
the earlier you can begin your covert
5. Invention
actions against the enemy.
6. Gunpowder
7. Theology
1. Nationalism
8. Education
2. Communism
9. Astronomy
3. Medicine
10. Chemistry 4. Sanitation
11. Metallurgy 5. Steam Power
12. Military Tradition 6. Industrialization
13. Physics 7. The Corporation
14. Magnetism 8. Refining
15. Theory of Gravity 9. Steel
16. Navigation 10. Combustion
17. Banking 11. Electricity
18. Music Theory 12. Replaceable Parts
19. Economics 13. Flight
20. Printing Press (Optional) 14. Mass Production
21. Democracy (Optional) 15. Scientific Method
22. Free Artistry (Optional) 16. Atomic Theory
17. Electronics
Industrial Ages 18. Motorized Transportation
In the Industrial Ages, you must first discover 19. Amphibious Warfare
Communism. After this short quest, it’s an 20. Radio
all-out run for increased growth, shield
21. Advanced Flight
production, and the powerful military units
at the end of the era. 22. Espionage (Optional)
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Modern Times
1. Computers
This is where the peaceful and aggressive
strategies are most divergent. When 2. Rocketry
conquest is your goal, you aren’t looking 3. Ecology
for spaceship parts—you’re looking for
4. Recycling
state-of-the-art weaponry! Now is the time
to crush whatever enemies you have left. 5. Synthetic Fibers
6. Stealth
7. Fission
8. Space Flight
9. Satellites
10. Nuclear Power
11. The Laser
12. Smart Weapons
13. Miniaturization
14. Robotics
15. Superconductor
16. Integrated Defense
17. Genetics
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VII
CITY IMPROVEMENTS AND
WONDERS OF THE WORLD
D eveloping your cities is an ongoing
process, and the decisions you make
affect not only the population of each
need most in the current situation. You
cannot properly make this decision until
you understand the benefits provided by
individual city, but the state of your each. That’s what this chapter is all about.
empire as well. This has been true in every
Civilization® game but, with the introduction
of Culture Points and the new trade system
CITY IMPROVEMENTS
(both of which are discussed in chapter V), Every city improvement, big or small,
every improvement and Wonder has a adds to the infrastructure of your cities.
huge potential impact on the growth and In the Civilization III game, with the
prosperity of your civilization. addition of Culture and the new system of
Every improvement and Wonder contributes trade, the improvements provide an even
to some aspect of your ongoing efforts— more diverse array of benefits, both to the
more shields, more Gold, happier citizens, city where they’re constructed and your
or enhanced military might. Every time empire at large.
you’re given the choice of what to build Table 7-1 lists all of the city improvements
next, you must decide what benefits you and their vital statistics. The statistics
listed for each are:
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• Cost: The number of shields it costs to • Prerequisites: The advance that you
build the improvement. must discover, the improvement you must
• Maintenance: The amount of Gold build, and/or the strategic resource to
subtracted from your treasury each turn which you must have access before you
to maintain the improvement. can build the improvement.
• Culture: The number of Culture Points • Effects: The function served by the
generated by the improvement per turn. improvement.
Airport 160 2 — Flight City produces veteran air units; trade link to
other cities with Airports; allows airlifts.
Aqueduct 100 1 — Construction City can grow beyond population 6.
Bank 120 2 — Banking; City tax revenue increases by 50%
Marketplace (cumulative with Marketplace).
Barracks 40 1 — — City produces veteran ground units.
Cathedral 140 2 3 Monotheism Makes 3 unhappy citizens in the city content.
Coal Plant 160 3 — Industrialization; Factory output increases by 50%
Factory; Coal
Coastal Fortress 60 2 — Metallurgy; City has a naval bombardment defense of
Iron; Saltpeter 8 and 50% defensive bonus vs. naval attacks;
automatically bombards passing enemy ships.
Colosseum 120 2 2 Construction Makes 2 unhappy citizens in the city content.
Courthouse 80 1 — Code of Laws Corruption in the city decreases and the
effects of propaganda lessen.
Factory 200 3 — Industrialization; City’s shield production increases by 50%
Iron
Granary 60 1 — Pottery Only half the city’s food is depleted when
the population grows.
Harbor 80 1 — Map Making City produces veteran naval units; coastal,
sea, and ocean squares produce +1 food;
trade link to other cities with Harbors.
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SS Docking Bay 160 0 — Space Flight; Necessary component for the Alpha Centauri
Aluminum Spaceship.
SS Engine 320 0 — Space Flight; Necessary component for the Alpha Centauri
Aluminum Spaceship.
SS Exterior 320 0 — Synthetic Fibers; Necessary component for the Alpha Centauri
Casing Aluminum; Spaceship.
Rubber
SS Fuel Cells 160 0 — Superconductor; Necessary component for the Alpha Centauri
Uranium Spaceship.
SS Life Support 320 0 — Superconductor; Necessary component for the Alpha Centauri
System Aluminum Spaceship.
SS Planetary 160 0 — The Laser; Necessary component for the Alpha Centauri
Party Lounge Aluminum Spaceship.
SS Stasis 320 0 — Synthetic Fibers; Necessary component for the Alpha Centauri
Chamber Aluminum Spaceship.
SS Storage/Supply160 0 — Synthetic Fibers; Necessary component for the Alpha Centauri
Aluminum Spaceship.
SS Thrusters 160 0 — Satellites; Necessary component for the Alpha Centauri
Aluminum Spaceship.
Temple 40 1 2 Ceremonial Burial One unhappy citizen in the city becomes
content.
University 160 2 4 Education; City’s science output increases by 50%
Library (cumulative with Library).
Walls 20 0 — Masonry City has a land bombardment defense of 8;
garrisoned units in the city receive a
50% defensive bonus.
Wealth 0 0 — — The city’s shields convert into Gold at a ratio
of 8:1 (4:1 after the discovery of Economics).
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C HAPTER VII: CITY IMPROVEMENTS AND WONDERS OF THE WORLD
Harbor Hospital
Harbors are cheap At first glance, this seems
to build and cheap to to be a new improvement.
maintain—which is However, savvy veteran
awesome, considering players will recognize its
their benefits and effects as being the same
strategic importance. as those of the Sewer
Harbors increase the System in Civilization II.
food benefits you get from the neighboring This is truly a “must have” improvement.
Coast, Sea, and Ocean terrain, and allow Without a Hospital, a city can’t grow beyond
the city to produce veteran sea units. In size 12. As with Aqueducts, there’s no need
addition, Harbors now connect you to to build a Hospital right away. Wait until a
the all-important trade network. Your city reaches size 10 or so before you start
Harbor-equipped cities can trade strategic building this improvement. However, if
resources back and forth, giving your you’re embroiled in a war and have lots of
distant cities access to vital resources units in enemy territory (or expect to in
that might otherwise be unavailable the near future), add a Hospital to at least
to them. Equip all of your coastal cities five of your cities so that you can construct
with Harbors. the Battlefield Medicine Small Wonder,
which allows your troops to heal while
TIP outside your empire’s borders.
Harbors are less effective than Airports
for distant trade routes. Trade between Hydro Plant
two Harbor cities requires a clear water
The Hydro Plant is
route between them, with no intervening
unexplored squares or enemy units the second of the two
blocking the invisible path. Because of Industrial Age power
this, naval blockades can be created to plants. It’s worth
choke overseas trade to a city. All the waiting for in most
enemy has to do is occupy every Coast, cases, and much
Sea, or Ocean square that touches the preferable to Coal Plants,
city square itself. Use this trick to cut since Hydro Plants produce no pollution.
off your enemies’ internal overseas
The catch is that Hydro Plants can only be
trade routes—and be careful lest they
do the same to you. built in cities that have a river within their
radius. For these cities, the choice of power
plants is a no-brainer.
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Library
One of the surest paths
Marketplace
to defeat is to fall The Marketplace is
behind your opponents often ignored until the
in the technology race. treasury starts running
The faster you research low. That’s a mistake,
advances, the sooner especially considering
you gain a technological its new happiness
advantage. That translates into a military effects. The Marketplace
advantage in the form of better units. now stems unhappiness in the city where
The Library is the first of three it’s built based on the number of luxuries
improvements that boost a city’s science the city produces (see Table 7-2).
output. Unless you have other problems
(unhappiness, for instance) build a Library TABLE 7-2.
in every city after you discover Literature. MARKETPLACE HAPPINESS EFFECTS
The additional Culture Points you receive LUXURIES NUMBER OF
are an added bonus. PRODUCED BY CITY HAPPY FACES PRODUCED
1st and 2nd 1
3rd and 4th 2
Manufacturing Plant 5th and 6th 3
Before a city can build 7th and 8th 4
this improvement, it
must already have The new Marketplace keeps your people
a Factory. The two happy and increases tax revenue. For
improvements work happiness purposes, this improvement
together to double the obviously works best in cities with lots
city’s shield output. of luxuries.
Increased shield output can be useful, but
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Temple Walls
This is the earliest Several things about
happiness improvement Walls (formerly City
in the game and should, Walls) have changed.
arguably, be the first While they’re still
improvement you build well worth having—
in every city. This is especially considering
especially true on their zero maintenance
the higher difficulty levels, where the cost—don’t expect the same performance
restless population requires as much early out of them. They now provide only a
appeasement as possible. Having Temples 50 percent defensive bonus (as opposed to
in place early allows your cities to grow 300 percent in Civ II), though this is offset
more smoothly. somewhat by the bombardment bonus
they provide.
NOTE Walls are the only improvements that
Temples no longer increase in
expire. When your city grows beyond Town
effectiveness after the discovery status (a population of 6), the beneficial
of Mysticism. Their benefit remains effects of Walls are lost.
static throughout the game.
NOTE
Despite the bombardment defense
University they provide, Walls can be destroyed
The second of the three by bombardments.
big science improvements,
the University combines
with an existing Library Wealth
to double a city’s Civ II veterans
science output. At will remember this
the stage in the game improvement as
when this improvement becomes available, Capitalization. The
advances are starting to get expensive—it principle is the same, but
costs more science to discover them. Given there are a couple of
this, every city should have a University. changes, one of which is
the exchange rate: 8 shields = 1 Gold before
Economics; 4 shields = 1 Gold thereafter.
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* Apollo Program 400 3 Space Flight; — Enables you to begin construction of your
Aluminum Alpha Centauri Spaceship.
* Battlefield Medicine 380 1 5 Hospitals — Allows your units to heal in enemy territory.
The Colossus 220 3 Bronze Flight Generates one extra unit of commerce in any
Working square already producing commerce in the
city where it’s built.
Copernicus’s 420 4 Astronomy — Doubles scientific research in the city where
Observatory it’s built.
Cure for Cancer 800 5 Genetics — Makes one unhappy citizen content in all of
your cities.
* Forbidden Palace 220 3 8 Cities — Provides the benefits of a Palace in the city
where it’s built.
The Great Library 300 5 Literature Education Automatically gives you any advance that
has been discovered by at least two other
civilizations.
The Great Lighthouse 200 2 Map Making Magnetism Allows Galleys to move safely in and out of
sea squares; increases the movement of all
naval units by one.
The Great Wall 240 2 Construction Metallurgy Doubles the effects of Walls in your cities
that have them; doubles unit attack
strength versus Barbarians.
The Hanging Gardens 260 4 Monarchy Steam Power Makes 3 unhappy citizens content in the
city where it’s built and 1 unhappy citizen
content in all of your other cities.
* Heroic Epic 240 4 Army victory — Increases the appearance of Leaders from
victorious combat.
Hoover Dam 540 3 Electronics — Acts as a Hydro Plant in all of your cities on
the same continent.
* Intelligence Agency 300 1 Espionage — Enables you to undertake espionage
missions.
* Iron Works 200 2 Coal and Iron — Increases production by 100% in the city
in city radius where it’s built.
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C HAPTER VII: CITY IMPROVEMENTS AND WONDERS OF THE WORLD
JS Bach’s Cathedral 460 5 Music Theory — Decreases the number of unhappy citizens
by 2 in every city on the same continent.
Leonardo’s Workshop 520 2 Invention — Allows you to upgrade obsolete units at half
the normal cost.
Longevity 700 3 Genetics — Population in all cities increase by 2
(instead of 1) when the food storage box
is filled.
Magellan’s Voyage 410 3 Navigation — Movement rate of all naval units is increased
by 1.
The Manhattan 580 2 Fission; — Allows the construction of nuclear weapons
Project Uranium by all civilizations.
* Military Academy 150 1 Military — Allows the construction of Armies without
Tradition; Leaders in the city where it’s built.
5 Barracks
Newton’s University 500 5 Theory of — Doubles scientific research in the city
Gravity where it’s built.
The Oracle 260 4 Mysticism Theology Doubles the effects of all Temples in
your empire.
* The Pentagon 180 1 3 Armies in — Increases the unit capacity of your Armies
the field from 3 to 4.
The Pyramids 400 4 Masonry — Acts as a Granary in all of your cities on the
same continent.
SETI Program 700 3 Computers — Doubles scientific research in the city where
it’s built.
Shakespeare’s Theater 440 5 Free Artistry — Makes 8 unhappy citizens content in the
city where it’s built.
Sistine Chapel 540 4 Theology — Doubles the effect of all Cathedrals in
your cities.
Smith’s Trading 400 3 Economics — Pays maintenance costs for all Marketplaces,
Company Banks, Harbors, and Airports.
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Apollo Program
TIP
Remember—Small Wonders are not
(Small Wonder)
exclusive like their grander counterparts. The Apollo Program is
They can be built by every civilization in pivotal in that building
the game. When you have to make a it is the only way that
choice between a Small Wonder and you can achieve the
a Wonder of the World, build the Wonder Space Victory. You must
of the World first so you can beat your
have access to Aluminum
opponents to the punch. You can always
come back to the Small Wonders later.
to build this Wonder.
With its “demotion” to a Small Wonder,
the tried-and-true Civilization tactic of
waiting for an opponent to foot the cost
of construction and reaping the benefits
of their hard work is no longer a valid
strategy. To join the space race, you must
build the Apollo Program yourself.
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C HAPTER VII: CITY IMPROVEMENTS AND WONDERS OF THE WORLD
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C HAPTER VII: CITY IMPROVEMENTS AND WONDERS OF THE WORLD
NOTE
The Great Lighthouse no longer
grants veteran status to all naval
units built while it is active as it
did in Civilization II.
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C HAPTER VII: CITY IMPROVEMENTS AND WONDERS OF THE WORLD
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The Pentagon
NOTE
(Small Wonder) Like the updated versions of Hoover
The Pentagon goes Dam and JS Bach’s Cathedral, Civ III’s
hand-in-hand with Pyramids only affect cities on the
the Heroic Epic and continent where the Wonder is built.
Military Academy Small
Wonders, and the advice
is essentially the same: SETI Program
This is an essential The effects of the
Wonder if you’re seeking a Conquest updated SETI Program
Victory. Because you must have three now mimic those of
Armies in the field to construct The Copernicus’s Observatory
Pentagon, you probably are following a and Newton’s University
military strategy—so build away! Strong rather than acting as a
Armies lead to swift victories. Research Lab in all of
your cities (as it did in Civilization II). That
The Pyramids changes the inherent strategy for using
Rapid city growth early the Wonder, though the new version still
in the game can be a remains quite useful. Adding this Wonder
double-edged sword. The to a commerce-rich city can provide just
production gets your the late-game research boost you need to
empire off to a rousing jump ahead of your opponents.
start but, if you grow
too quickly, you run TIP
into unhappiness problems—especially on Want to build the ultimate research
higher difficulty levels. Therefore, the same city? Build Copernicus’s Observatory,
caveat that applies to building Granaries Newton’s University, and the SETI
early in the game applies to The Pyramids. Program in a city that has a Library,
a University, and a Research Lab.
If you like to build Granaries early,
this Wonder offers you an economical
solution to avoid the construction and
maintenance costs of building Granaries
in every city. It also gives you a nice early-
game Culture boost.
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C HAPTER VII: CITY IMPROVEMENTS AND WONDERS OF THE WORLD
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VIII
UNITS AND COMBAT
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C HAPTER VIII: UNITS AND COMBAT
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Archer
TIP
Archers are the best
Civilization II veterans should note:
attack unit available in
Archers are no longer the stalwart
the pre–Iron Working defenders they once were. If you don’t
world. It’s not a bad idea start out with Bronze Working, pursue
to have an Archer or that first so that you can build
two around to deal with Spearmen to defend your cities. In
Barbarians and any other the early game, a strong offense is
enemies who might harass you early on. not the best defense.
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C HAPTER VIII: UNITS AND COMBAT
Artillery Cannon
Many units have The ancestors of
completely changed Artillery and the
their method of attack descendants of
thanks to the new Catapults, Cannons
bombardment rules serve the same purpose
(described later in this as these other
chapter). Artillery is bombarding units. As is
one of the affected units. the case in Ancient Times, bombardment
Artillery takes over where Cannons leave in the Middle Ages can help ease your unit
off, acting as a precursor to your invasion loss when you’re attacking a city. If a
forces’ direct attack on a city by softening Cannon manages to take out the city’s
it up with bombardment. Artillery is a little defensive units and/or Walls, your direct-
safer than its predecessors in the field attack units’ jobs will be a little easier.
because it doesn’t have to be adjacent to
its target to launch its attack. Catapult
Catapults in the
TIP previous Civilization
Because they have no way to defend games used to be a
themselves, artillery-type units can be license to wreak havoc
captured simply by moving any military
on your neighbors. Most
unit into their square. (They do get one
free shot at the attacking enemy, but really big early-game
there is little chance that they can avoid military strategies began
capture in this manner.) For this reason, after the discovery of Mathematics.
never send artillery units into the field Now that Catapults are bombardment
unescorted. Leave at least one strong units only, they’re not suited to solo attack
defensive unit in the square with the roles. They are, however, still very useful in
artillery unit at all times. early attack strategies. When possible,
precede any attack on an enemy city with
a couple turns of Catapult bombardment.
Softening the enemy defenses is vital in
the Middle Ages because of your units’
relatively weak offensive power.
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Cavalry Explorer
Cavalry represents Explorers can be
mounted troops of the extremely useful for,
19th century, and their well, exploration.
advances over both Explorers can cover
Horsemen and Knights is three squares a turn
obvious the moment you in any terrain, so
begin using them. If if you’re on a big
you’re following a warlike path, Cavalry is continent with lots of unexplored space
the attack unit of the Middle Ages. Watch early on, the fastest way to learn the lay
out for cities defended by Pikemen, of the land—and, perhaps, get some
though—Pikemen are especially effective “goodies”—is to send out an Explorer or
at repelling mounted units. two. Just be aware that these units seldom
survive any opposition.
Chariot
The Chariots in Civ III Horseman
are considerably less Horsemen have a definite
powerful on the attack attack advantage over
than the Chariots Chariots, the other
in previous games, “fast” unit of Ancient
but they have a new Times, and they share
advantage, one that is the same ability to
shared by no other unit this early in the retreat from combat
game—the ability to retreat from battle. when they’re losing. However, their
This ability, combined with the Chariot’s combat ability is pretty weak. They make
speed, makes it extremely useful early decent exploration units (when you need
in the game—at least until Horsemen something beefier than an Explorer),
become available. but they’re not much when it comes to
launching an invasion. Research Chivalry so
NOTE you can upgrade your Horsemen to Knights.
Keep in mind that access to strategic
resources is required to build many
units. It’s no longer a foregone
conclusion that you can build a unit
just because you’ve researched its
prerequisite advance.
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C HAPTER VIII: UNITS AND COMBAT
Infantry Longbowman
This unit, new to The newly introduced
Civilization III, is an Longbowman is a
intermediate step double-strength Archer
between Riflemen and that becomes available
Mech Infantry. Nothing early in the Middle
on land beats it for its Ages. While this unit
defensive capabilities packs an offensive
during the Industrial Ages. This unit is punch, in practice, you’ll seldom use it.
important enough that you should discover Aside from its offensive capabilities, the
Replaceable Parts as early as possible so only advantage of Longbowmen is that they
that you can skip Riflemen altogether. require no special resources to build—a
Upgrade all your city garrisons to Infantry rarity among medieval units.
as soon as you can. The better-balanced Musketman and the
powerful Knights make better choices for
Knight offensive units during this time period.
Knights are, essentially,
the first armor unit, Marine
and they are a huge Marines are among the
improvement over their most effective attack
ancestors, the Horsemen. units of the Industrial
In a nonmilitary Ages. With an offensive
strategy, it’s easy to strength rivaled only by
overlook Knights. Chivalry need not be Tanks, these units would
researched to move on to any of the other be formidable even
medieval advances, so it’s often overlooked. without their most important capability:
If you’re out to conquer the world, you amphibious assault. Marines are the only
must take the time for Chivalry so that you units that can attack enemy units and
can build Knights. Otherwise, your military cities directly from a ship—just unload
will suffer throughout the Middle Ages. them in the enemy’s terrain square and
combat commences. This combined with
their impressive defensive strength makes
Marines ideal for taking and holding enemy
coastal cities.
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C HAPTER VIII: UNITS AND COMBAT
this chapter). Paratroopers are also on par Although you won’t use this unit much
with the best defenders of the Industrial if you’re pursuing a peaceful victory, a
Ages. It is sometimes worth the extra cost vanguard of Radar Artillery is just the
(over Infantry) to place Paratrooper ticket for quick and easy subjugation of
defenders in your border cities that are enemy cities for you warmongers.
within airdrop distance of opposing cities.
Rifleman
Pikeman It’s worth pursuing
Pikemen are among the Nationalism immediately
best defenders available upon entering the
prior to the discovery Industrial Ages just
of Gunpowder. Their to gain access to the
defensive power is Rifleman. This unit
slightly higher than improves upon its
their predecessors predecessors, making it a much more
(Spearmen) and they receive a bonus when effective defender than the earlier
defending against mounted units—an Musketmen. Another advantage is that
important factor in the Middle Ages, when you don’t need access to Saltpeter to build
Knights and other mounted units become them. Say goodbye to the Musketmen and
prevalent. As soon as you can, upgrade upgrade your defensive units to Riflemen
your defensive units to Pikemen. ASAP. They’re the best defenders you have
until the discovery of Replaceable Parts
Radar Artillery allows you to build Infantry much later in
the Industrial Ages.
Radar Artillery is the
most advanced artillery
unit in the game. Its Settler
bombardment power Whether you’re a
is unrivaled—even militant conqueror or a
Battleships can’t match mild-mannered pursuer
its awesome damage of science, the Settler
potential. Like Artillery, it can launch its is one of the two most
bombardment from a range of two squares. important units early in
the game. Only Settlers
can build cities, and without new cities,
your empire can’t expand. Later in the
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C HAPTER VIII: UNITS AND COMBAT
less expensive and more effective defenders The best advice about Workers is to
(Infantry, for example) are better choices build as many as you can and keep them
in strictly defensive roles. busy. Set them on automatic and let
them toil endlessly to improve your terrain
Warrior and build an infrastructure of roads and
(later) railroads to keep your trade brisk
Warriors are strictly
and fruitful.
“stone knives and
bearskins” units. In
certain cases, they’re
AUTOMATED WORKERS
they only units you can Although the automate feature for
build (besides Settlers Workers is excellent, don’t let it lull
and Workers) early in you into not keeping tabs on them.
the game. Only under these circumstances, Two things to watch for:
or when you need a city defender quickly, • When they run out of things to
should you ever bother building a Warrior. do, Workers enter a nearby city
Spearmen make better defenders and and sit there until you manually
Swordsman make better attackers—and reactivate them.
both are available very early in the game. • When they finish working in your
territory, automated Workers often
Worker start building roads to your opponents’
The Settlers in Civ III cities. This is great for trade, but be
have it easy—all they careful! If you don’t have a right-of-
do is build cities. All passage treaty with your neighbors,
of the other traditional your innocent Workers might be
Settler duties—roads, considered a hostile incursion.
mining, irrigation, Keep an eye on your automated
and so on—are now Workers and redirect them when they
performed by Workers. This makes Workers start doing things you don’t want them
and Settlers equally important at the start to do. Or use the limited automation
of the game. As the game progresses, controls (listed in the manual) to
Settlers become less vital, but Workers confine the Worker to a specific area
retain their usefulness right to the end. or set of tasks.
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IMPASSIBLE TERRAIN
NAVAL UNITS
In the average game, you’ll build a lot
In Civ III, some units cannot pass
fewer naval units than you will ground
through certain terrain types. This has
units—but that doesn’t mean that naval
always been true of water squares—
units aren’t important! Early in the game,
ground units can’t pass through them
naval units provide the mobility to quickly
and naval units can’t move on any thing
explore the world and transport units to
but them. Now, some land squares are
different continents. Later in the game,
considered impassible to a handful of
especially if you’re following a military
ground units.
strategy, naval units are invaluable. They
The following unit types cannot pass
give you the transport and bombardment
through Jungle or Mountain terrain
capabilities you need to make your
unless a road has been built through it:
conquest efforts swift and effective.
• Artillery Table 8-2 lists the statistics of all stan-
• Cannon dard naval units. The statistics shown are
• Catapult the same as those in table 8-1, except that
a fourth number (T) is added to some units’
• Modern Armor ADM statistic. This indicates the number of
• Panzer units it is capable of transporting. For
• Radar Artillery example, “1.1.3(2)” shows 1 attack, 1
defense, 3 movement, and the ability to
• Tank
transport 2 units.
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C HAPTER VIII: UNITS AND COMBAT
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Destroyer
NOTE
Destroyers are cost-
Caravels in Civ III suffer from a weak-
effective naval attackers
ness that they didn’t have in the
previous games: the inability to traverse that provide a cheap
Ocean squares. Until the discovery of way to boost your naval
Navigation, Caravels must end their turn power. Their speed
in a Coast or Sea square or run the risk makes them effective
of being lost at sea. hit-and-run raiders
but, despite their adequate attack and
bombardment capabilities, their relatively
Carrier low defensive value makes Destroyers
Carriers are the most unsuited for prolonged naval conflicts.
formidable vessels in the
real world. They are also
quite powerful in Civ III,
Frigate
but not on their own. Magnetism provides
Their power lies in the the biggest single jump
air units they transport. in naval power in the
Carriers provide a mobile base for Bombers game. Of all of the ships
and Stealth Bombers, giving you the ability it makes possible, the
to launch lethal bombardments on multiple Frigate is the best
targets simultaneously. suited for naval warfare.
Carriers with their attendant air wings Although it lacks significant traditional
are quite expensive. Because this unit’s attack capabilities, it can launch fairly
defensive power is comparatively low, a powerful bombardments on coastal cities.
defensive escort (such as an AEGIS Cruiser) Frigates are much more mobile than ground
should always share the same terrain square. artillery for this task.
NOTE
Unlike the Frigates in Civilization II,
the Frigates in Civ III cannot transport
ground units.
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C HAPTER VIII: UNITS AND COMBAT
Galleon Ironclad
Like Frigates, Galleons Though slower than
become available Frigates, Ironclads
with the discovery of provide a considerable
Magnetism. These units offensive and defensive
are totally unsuited for edge in traditional
warfare—they’re barely combat, as well as a
able to defend themselves. considerable increase
Their strength lies in their ability to in bombardment power. If your strategy
transport a large number of ground units, requires naval superiority, Ironclads are
making their role vital in both colonization a must, even though Destroyers quickly
and warfare. Galleons should be accompanied surpass them in power and versatility later
by a military vessel (such as a Frigate) at in the Industrial Ages.
all times, especially during war.
Nuclear Submarine
Galley Nuclear Submarines
Galleys are the first have the same stealth
naval units available capabilities as their
in the game. Like their Submarine predecessors
predecessors from and possess the same
previous Civ games attack, defense, and
(Triremes), they get lost movement capabilities.
at sea if they don’t end What makes the Nuclear version so special
their turn adjacent to land. Despite their is its ability to carry a single Tactical Nuke
weaknesses, these units are vital to early onboard. This allows you to sneak a nuclear
exploration, especially if the world is weapon to within striking distance of an
made up of lots of small landmasses. They enemy coastal city undetected! If you
are totally unsuited to warfare, but as decide to dabble in the dirty business of
transports and explorers they’re adequate nuclear war, Nuclear Submarines are a must.
until Caravels become available.
NOTE
NOTE Nuclear Submarines are analogous
The Great Lighthouse Wonder allows to standard Submarines in the
Galleys to end their movement in a Sea previous Civilization games, although
square, but they are still lost if they end their attack capabilities have been
their movement in an Ocean square. significantly reduced.
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Privateer
TIP
At first glance,
Submarines are great for setting up
Privateers are rather
naval blockades of enemy port cities.
unspectacular By blocking the direct path to a city
warships—especially with a Harbor, you cut off that city’s
when compared to trade with other Harbor-equipped
Frigates, which become cities. Submarines, with their stealth
available at the same capabilities, can set up a blockade that
time. What’s unique about this unit is that goes unnoticed for some time. Simply
it allows you to attack your neighbors park a Submarine in every water square
that leads out of the city—three is
without fear of reprisal. Privateers don’t
usually sufficient, depending on how
reveal their nationality! While the low many Coast squares touch the city.
attack and defense factor of Privateers
makes them impractical for prolonged
warfare, they’re just the things to pick Transport
off enemy Galleons that are transporting
Although Transports
unwanted opposing troops into your territory.
can now initiate
combat, they never
Submarine should. The sole
The main role for purpose of this unit
Submarines is protecting is transporting ground
cities and shipping units across the water.
lanes from unwanted Because of their relatively low defensive
sea traffic. The capabilities, a naval unit with decent
stealth capabilities of attack and defense values should always
Submarines allow them escort Transports. Remember—when a
to attack enemy ships before they know Transport is destroyed, so do all of the
what hit them. Only after AEGIS Cruisers units inside. Transports carrying Marines
and Aircraft Carriers become prevalent is are particularly adept at taking cities.
this advantage lost. Even if you follow a
nonmilitary strategy, you benefit from
a few Submarines to help keep your waters
AIR UNITS
safe from intruders. Air units comprise the smallest category
of units. This is primarily because they
become available so late in the game.
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C HAPTER VIII: UNITS AND COMBAT
Players who are out to conquer the world Table 8-3 lists the statistics of all standard
benefit most from these units, because air units. The statistics shown are the same
most of them (except the Helicopter) are as those in table 8-2, with a slight change
strictly military. to the BRF stat. Many air units technically
Civilization III introduces an entirely have an Operational Range of zero—they
new method of operation for air units. cannot leave their home city. When a
Instead of moving like normal units, they number is shown in parenthesis, it indicates
fly missions from a centralized base the maximum distance from their home
(usually a city) and return to that base city at which they can perform missions.
when the mission is complete.
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C HAPTER VIII: UNITS AND COMBAT
normal units. Instead, they can target any Batteries than their non-stealth
square on the world map and instantly counterparts. More importantly, they can
deliver their attack upon launch. carry out precision strikes against enemy
ICBMs have a 50 percent chance of cities, destroying a specific improvement
killing every unit in their target square of your choice. This is a great way to throw
and in the eight surrounding squares enemy cities into chaos. For example, by
immediately, and cause a reduction in destroying a Cathedral, you can cause
city population (if a city is targeted). rampant unhappiness and civil unrest.
Launching ICBMs is a sure way to turn
world opinion against you. Then again, Stealth Fighter
you probably won’t be using nukes if
Stealth Fighters are
you care what other civilizations think.
the ultimate air fighter
craft. They retain all
Jet Fighter of the abilities of Jet
Jet Fighters are more Fighters and have the
powerful versions of added abilities of
standard Fighters. They Fighter/SAM Battery
have the operational resistance and precision strike capability.
range of a Bomber, It’s worth the cost to upgrade your Jet
but nowhere near the Fighters to the stealth version if only to
Bomber’s bombardment make them more difficult to destroy.
capabilities. They also can “see” two
squares in any direction, regardless of Tactical Nuke
terrain. This makes them good reconnaissance
Tactical Nukes are
units. Like Fighters, Jet Fighters are most
similar to ICBMs,
versatile when operated off of Carriers.
and the diplomatic
consequences for their
Stealth Bomber use are pretty much the
Stealth Bombers are same. If you ever intend
Bombers with extended to change your warlike
range and a couple of ways and try for a peaceful victory, don’t
notable advantages. use nuclear weapons. The negative impact
They are less susceptible on the opposing leaders’ opinion of you is
to interception by difficult to overcome.
other aircraft and SAM
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C HAPTER VIII: UNITS AND COMBAT
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C HAPTER VIII: UNITS AND COMBAT
NOTE
Air Combat Just by glancing at their statistics,
Fighters, Jet Fighters, F-15s, and Stealth you might think bombardment units—
especially the land variety—are a waste.
Fighters—units that are capable of flying
Nothing could be further from the truth.
air superiority missions—are the only units These units act as equalizers, chipping
that can engage in air-to-air combat. When away at the hit points of vastly superior
on an air superiority mission, these units units and making them easier to take out.
automatically engage any air unit that flies
into their range. Air-to-air combat plays
out in the same manner as ground combat. Combat Strategies
Air units stationed inside cities as Now that you know how the combat
defenders don’t gain any combat bonuses system works, you can probably formulate
from defensive improvements. a number of basic combat strategies
on your own—such as, don’t expect a
Bombardments Spearman to hold off an invading platoon
Bombardments are new to Civilization III. of Tanks. Now, let’s look at a few combat
Artillery units, warships, bombers, and tips and strategies that you might not
fighters can all perform bombardment have thought of.
missions.
Bombardments generally don’t target Always Upgrade Your Units
any specific part of a target square. This might seem like a pretty basic strategy
Instead, they randomly hit units, especially now that upgrading units is so
improvements, fortresses, population, easy, but you’d be surprised how, when you
and so on—anything that might be in get caught up in the game, you tend to
the target area. The one exception is the forget little things like this. It’s not until
precision strike mission available to Stealth a neighboring civilization’s invading hordes
Bombers and Fighters. This mission allows sack one of your oldest cities that you slap
you to target a specific city improvement. yourself on the head and say, “Dang! Were
there still Spearmen defending that place?”
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Because Barbarians now arise from small from passing through, they automatically
villages that you can easily locate on the attack enemy units that pass through the
map, don’t let them walk all over you. As Zone—without being attacked in return.
soon as they start harassing one of your By setting up units that project a Zone
cities, look for their village. If you don’t of Control at intervals along your empire’s
see it, send a solid offensive unit in the borders, you can greatly reduce an enemy’s
direction from which the attackers always chances of getting through to your cities
arrive. Take a circuitous course so that you undamaged. When possible, place your
don’t run into one or more of them head-on. units on terrain squares that give them
Eventually, you’ll find their village. a visibility and/or defensive advantage.
When you do, attack it. Barbarian villages
are usually defended by only one unit, and
are easy to wipe out (especially on the
easier difficulty levels). This solves your
Barbarian problem and nets you some Gold
as well. Sacking a Barbarian village is the
same as capturing a Barbarian leader in the
previous Civilization games, only easier—
the villages don’t run away.
Setting up a Zone of Control perimeter
along the border.
Taking Advantage of the
New Zones of Control
Units no longer project a Zone of Control A list of units that project Zones of
that prevents opposing units from moving Control can be found in the Civilopedia.
within one terrain square of them. This
is a nice feature in that it makes moving The Benefits of Fortresses
around the map in peacetime a lot easier. Fortresses have always been one of the
But, in uneasy times, it makes it easier overlooked military advantages in
for your opponents to move through your Civilization. In Civ III, these already useful
territory unchallenged. structures become even more effective.
Certain units in the game still project Form an effective frontline defense for
Zones of Control, but they work a little your cities by having your Workers
differently than they did in the previous construct several fortresses within your city
Civ games. Instead of preventing enemies radius and fortify several units within each.
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C HAPTER VIII: UNITS AND COMBAT
The units receive the fortification and the Another method combines a conventional
fortress defensive bonuses as well as a new city siege with a paradrop. Bombard the
attack bonus. Units stationed in a fortress target city with artillery units, naval units,
act as if they have a Zone of Control (as and/or bombers (or any combination
described earlier)—they attack any enemy thereof) to weaken the city’s defenses
units that pass within one square of them before you send in the Paratroopers. This
without being attacked in return. usually results in fewer Paratrooper losses.
For added protection, extend the The third and most certain method
fortress perimeter strategy to include should only be used if you have no intention
fortresses along key approach paths to of turning away from your warlike ways
your empire near your empire’s borders. in the remainder of the game. It involves
nuclear warfare, and the diplomatic
The Art of Paradropping consequences are always dire. But, it
Capturing cities is the Paratrooper’s specialty. does work nicely.
Any opposing city within paradrop range Drop an ICBM on the target city. This
is ripe for the taking and, if you’re at has a good chance of clearing out all
war, don’t hesitate. There are a couple of the city’s defenders. When the city is
of ways to take advantage of this unit’s defenseless, drop your Paratrooper directly
unique capabilities. into the city and, voilà! It’s yours! Make
If you have the time and resources, sure you drop in enough Paratroopers to
stockpile a number of Paratroopers in hold the city until you can get some more
your city and drop them all in the squares powerful defenders to the site. Your hostile
surrounding the target city on a single enemies are sure to be gunning for you
turn. On the next turn, attack the city with when you pull this stunt.
the Paratroopers. This strategy depends on
your having enough Paratroopers to get the Keeping the Good Land
job done, and the losses are usually heavy to Yourself
if the city is well defended. (Paratroopers The addition of right-of-passage treaties
aren’t the best offensive units available.) and the elimination of traditional Zones
Bolster your attack capabilities by using of Control makes the peacetime world an
a Helicopter to airdrop some stronger easier place to navigate. Unfortunately,
attack units—Marines, for instance—to it also makes it easy for your greedy
help the Paratroopers. neighbors to take advantage of your
hospitality and hone in on your territory
by squeezing a city in among your own.
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NOTE
When all of the improvements in a
target city have been destroyed, preci-
sion strikes target the city's population.
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IX
THE MANY PATHS
TO VICTORY
T here was a time when victory in the
Civilization® game was achieved in one
of two ways—either you were the first to
NOTE
If you’d rather not allow certain victory
build a spaceship and have it reach Alpha types, you can disable the ones you
Centauri or you completely wiped out all don’t want when you’re setting up a
of your opponents. Both were challenging, new game.
and both were fun, but both were an
all-or-nothing proposition.
Civilization III introduces a number SPACE VICTORY
of new victory conditions. You can still The space race is one of several
reach for the stars and exterminate your nonconfrontational victory conditions.
enemies if you want to, but you now have Civilization veterans are no doubt familiar
other options as well. with this one. While it’s still one of the
This chapter looks at the six victory more difficult victories to achieve, building
conditions available in Civ® III and explains your starship has gotten a lot easier.
how to achieve them.
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You can start building your spaceship as In addition, you’ll need access to the
soon as you complete the Apollo Program following strategic resources:
Small Wonder. There are 10 spaceship • Aluminum
components, each of which requires a
different advance and/or special resource • Rubber
to build. You must build one (and only • Uranium
one) of each spaceship component to
Here are a few additional pointers:
complete your spaceship and send it
on its way. • Play on a large world. The bigger,
the better. The less contact you have
with other civilizations, the more time
you’ll have to research your way to a
decisive lead.
• Choose a science-minded civilization.
Big time science output is the key to
victory here, so play as a civilization
with Scientific ability. (See chapter II
for details.)
• Start the parts early. As soon as any
spaceship part becomes available, build
it. The faster you build them all, the
faster you’ll win.
Alpha Centauri or bust!
• Protect your cities. Losing a city that’s
If you’re shooting for this victory building a spaceship part sets back your
condition, follow a peaceful line of research schedule. Be particularly careful to
throughout the Industrial Ages and Modern protect your capital. If the capital falls
Times (see chapter VI for details.) Make during spaceship construction, you
Space Flight your first Modern research have to start building the ship again
goal. To build all the spaceship components from scratch.
you also need:
• The Laser
• Satellites
• Superconductor
• Synthetic Fibers
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• Be ruthless. Make friends with your • Build up a single city with a Culture
neighbors for your own selfish reasons. Point value of 20,000 or more.
Bring the enemy to his knees, accept • Build your entire civilization’s Culture
his offer of tribute, sign the treaty, and Point value to 80,000 and have that
then wipe him out when his Gold is in total be at least twice as high as your
your coffers. closest rival.
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CHAPTER IX: THE MANY PATHS TO VICTORY
• Protect your assets. Protect your When the election takes place, you
culturally rich cities. If you do try the must win the majority of the votes from
one-city method, make sure that city other civilizations.
has an airtight defense. This is, perhaps, the most difficult
victory to achieve. For the most part, play
the game as if attempting a Space or
DIPLOMATIC VICTORY Cultural Victory—in other words, take the
peaceful route. In addition, keep the
following in mind:
• Build the United Nations. This is a sure
way to become eligible for the vote,
so why leave it to chance if this is the
victory path you’ve chosen?
• Keep your diplomatic slate clean.
If you want the others to vote for you,
play fair and square when it comes
to negotiations. No breaking treaties,
making harsh demands, and so on.
After someone builds the United Nations Getting along with your neighbors is
Wonder, there are periodic votes to elect the key to a Diplomatic victory.
the new UN leader. If you’re elected, you • Do a little brown-nosing. Don’t wait
win the game! It sounds easy, but it isn’t. for your neighbors to come to you. Go
To be eligible for the post, you must meet to them from time to time and initiate
one of the following criteria: negotiations. Offer them small tokens
• Be the one who builds the United of your esteem—a few Gold here, a map
Nations Wonder there—and ask for nothing in return.
This helps to maintain good will.
• Control at least 25 percent of the
world’s territory • Don’t play favorites. Do your best to be
everyone’s friend. When they ask you to
• Control at least 25 percent of the
take sides against someone, counter-offer
world’s population
with a right-of-passage treaty that allows
There are always at least two candidates them to conduct their war without
put up for election. If two candidates your direct involvement.
aren’t eligible, the second candidate is the
civilization with the largest population.
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186
X
THE EDITOR IN THE
CIVILIZATION III GAME
®
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the editor, go to the installed directory of Once you’ve set both to your liking,
your game and double-click the Civ3Edit click OK to continue.
application icon.
This final chapter provides a basic Building the Terrain
overview of this powerful editing tool.
To draw terrain on your map, move the
cursor to the spot where you want the
CREATING MAPS terrain to appear and click. By default, the
Civ3Edit follows the conventions of most terrain you start drawing with is Desert.
popular computer art programs. If you’ve Every time you click, a new Desert square
ever used Paint (the drawing program appears. To change the type of terrain
included with Windows), then basic map you’re drawing with, open the Map menu
building will be a snap. and choose Select Brush Type. When
the Select Terrain Type window appears,
choose the terrain you want from the
NOTE drop-down menu.
You also can create a random map To draw multiple terrain squares,
by selecting Generate Map from the click and hold the button and drag the
Map menu. Then modify the map cursor across the screen. This creates an
using the techniques described in
interconnected series of terrain squares. To
the following sections.
cover a broader area in each stroke, change
the brush size by opening the Map menu
and selecting one of the four brush options
World Size and from the Terrain Brush Size options.
Base Terrain Type To change an existing terrain square to
You start off with a blank “normal” world a different type, select the desired terrain
map that consists entirely of Ocean terrain. type as described earlier and click the
Start by setting the world size that you square you want to change.
want. To change the world size, go to the
Map menu and select Clear Map. This brings
up the Clear Map window. Select the world
Adding Special Features
size you want from the drop-down menu. to the Map
You can also change the base terrain When you have your basic terrain laid out,
type. This is the terrain that covers the start adding special features to the map.
entire map when the blank map is created. Open the Map menu and highlight Select
Ocean usually works best, but you can start Brush Type. Besides the normal Terrain
out with any terrain type you like. types, you also can select the following:
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• Learn by example. Use the Generate Map • Plural Name: The pluralized version of
option to create a few random maps and the citizen type. Example: “Laborers.”
examine the layout the game uses when • Default Citizen: The type of citizen that
creating a world. The maps created by appears each time a city grows. Laborer
the game are designed to provide an is the normal default. Setting this to one
environment that lends itself to fun, of the other citizen types would wreak
balanced gameplay. havoc in your cities.
• Prerequisite: Allows you to set an
EDITING THE RULES advance prerequisite for each citizen
The Edit Rules option on the Rules menu type except the Default Citizen type.
accesses the most powerful feature of • Bonuses: The additional luxuries,
Civ3Edit. From the Edit Rules window you research (science), and/or taxes each
can change just about any rule, feature, citizen of this type provides. (Example:
name, and statistic in Civilization III. Tax Collectors provide a bonus of one tax.)
The Edit Rules window is divided into
19 categories. Access a section by clicking NOTE
on its tab at the top of the window. Also
Many of the editor sections contain an
access each individual section by selecting option called “Civilopedia Entry.” This
it from the drop-down Edit menu on the is the category and name by which the
main screen. game references the item in question.
The following sections briefly describe In most cases, this entry should not
the rules categories and the options that be altered.
you can edit on each.
Citizens Civilizations
This window allows you to edit the This set of options allows you to set
designations and characteristics of the the characteristics and priorities of
citizens that appear in all of your cities. each of the 16 civilizations in the game.
The available options are: Available options allow you to change
all of the characteristics you can change
• Citizen Type: The type of citizen when customizing a civilization during
(Laborer, Entertainer, Tax Collector, or game setup (see the game manual for
Scientist). You can change these names details). In addition, the following options
by clicking the Rename button. are available:
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CHAPTER X: THE EDITOR IN THE CIVILIZATION III GAME
• Hurry Production: Sets the exchange • Spaceship Parts: Lets you set the
rate of Gold (or citizens) to shields when number of spaceship parts (and the
rushing a production job. quantities of each part) you need to
• Citizen Mood: Allows you to set a build to achieve a Space Victory.
variety of options concerning citizen • Default Units: Allows you to change a
mood and related topics, such as the variety of default unit types, including
turn penalties between conscriptions default Barbarian land and sea units
and sacrificing citizens for rush jobs. and civilization starting units. The
• Culture: These options are currently not most potent option is the Battle-Created
used in the game. Unit (normally a Leader), which you can
set to any unit in the game—including
• Various Unit Abilities: Allows you to
an Army!
set options such as the benefit you
reap from harvesting forests, number of • Default Money Resource: The special
cities needed for armies, and air attack resource that appears on the terrain
intercept probabilities. square when you visit a “goodie hut”
that gives you Gold.
• City Size Levels: Allows you to rename
the three city sizes (Town, City, and
Metropolis) and edit the size at which Governments
Towns and Cities grow to the next level. This window allows you to manipulate
• Culture Levels: Change the wording the characteristics of the six government
used to describe Culture levels at each types. Besides being able to rename each
stage of their development. You also can government, the following characteristics
set the number of Culture Points needed can be changed:
to advance to the next level. (This • Prerequisite: The advance that must
doesn’t affect your actual Culture Points be discovered before you can switch to
or the total number needed to win a this government type. (Not available for
Cultural victory.) governments flagged as Transition Type
• Defensive Bonuses: Lets you set the or Default Type.)
defensive bonus percentage added for • Corruption and Waste: Allows you to
various factors, including city size, set the level of corruption and waste
fortresses, rivers, fortified units, and under the government type. Minimal
so on. is the lowest and Catastrophic is the
highest. Communal sets the same level
of corruption and waste in each city.
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(See chapter V for details on corruption • Resistance Modifier Vs.: The numeric
and waste.) multiplier that determines the resistance
• Unit Support Costs: Allows you to set level of captured cities based on the type
the amount of Gold paid each turn to of government that controlled them at
support units and the number of support- the time of the capture. Captured cities
free units per Town/City/Metropolis. tend to put up less resistance if the
conquering civilization’s government is
• Rate Cap: Allows you to set an upper
more advanced than theirs.
percentage limit on the amount of
commerce that can be allocated to • Hurrying Production: Changes how you
science. Multiply this number by 10 speed the completion of units and
to obtain the percentage. (So, a Rate improvements. Choose from Cannot Hurry,
Cap of “10” means you can set science Forced Labor (population loss), or Paid
to 100 percent.) Labor (pay Gold to complete the project).
• Worker Rate: The relative rate at which • War Weariness: Sets the effects of war
Workers perform their tasks. For example, weariness for the government type. Low
Anarchy has a Work Rate of “1” and is the equivalent of Republic and High is
Democracy has a Work Rate of “3.” the equivalent of Democracy.
Workers in a Democracy perform their • Espionage: Allows you to set the experience
tasks three times as fast as workers in level of diplomats and spies (the more
an Anarchy. experienced they are, the better their
• Assimilation Chance: The base percentage chance of completing missions). You can
chance that a city under this government also select one diplomatic/spy mission to
type will voluntarily defect to a which the government is immune and the
neighboring civilization. bribery (propaganda) resistance multiplier
for the government versus all other
• Draft Limit: The number of citizens per
government types.
city you can turn into military units.
• Flags: Allows you to set certain general
• Military Police Limit: The maximum
characteristics of the government, such
number of military units that can be
as whether it’s the transition government
garrisoned in a city to impose martial
(the one that you switch to when you
law (one unhappy citizen is made
change governments) or the default
content by each).
government (the one you start the
game with).
• Great Person Mood Modifiers: This is
not currently used in the game.
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CHAPTER X: THE EDITOR IN THE CIVILIZATION III GAME
• Ruler Titles: Allows you to change the • Other Characteristics: Allows you to
titles by which you are addressed under set restrictions on the location of the
this government. building, its category, and the scope
of its effects. For example, a “Coastal
Improvements and Wonders installation” can only be built in coastal
cities, and “Continental mood effects”
This section of the editor allows you to edit
restricts the effect on citizens to the
every aspect of the improvements, Wonders
continent where the building is built.
of the World, and Small Wonders. You can
change a multitude of characteristics. • Num. Req. Bldgs.: Sets the number of
prerequisite buildings (specified under
Prerequisites) required to produce the
NOTE building. For example, Battlefield
The options here are too numerous to Medicine requires five Hospitals.
list individually. To get an idea of what
each option and ability does, scroll • Category: The type of building—
through the building list and compare improvement, Wonder, or Small Wonder.
the statistics in the editor to the The category determines the options
building’s stats and description in and effects available for the building.
chapter VII to get an idea of what each
setting indicates. • Cost: The number of shields it takes
to produce the building.
• Maintenance: The amount of Gold
• Required: Allows you to set the advance, you must pay each turn to maintain
building, or government type required for the building.
the construction of the
improvement/Wonder. • Culture: The number of Culture Points
the building generates each turn.
• Required Resources: Allows you to set
up to two different strategic resources • Production: The number of extra shields
required to produce the building. each city square produces when the
building is present.
• Happy/Unhappy Faces: Allows you to
set the building’s effects on the city’s • Pollution: The number of pollution points
populace. For example, setting Unhappy produced by the building each turn.
to “1” means that the building makes • Description: The Civilopedia description
one unhappy citizen content. The “(all of the building.
cities)” setting spreads the effects over • Spaceship Part Type: The type of space-
all of your cities rather than just the city ship part the building emulates (1–10).
where the improvement/Wonder is built.
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CHAPTER X: THE EDITOR IN THE CIVILIZATION III GAME
• Movement Cost: The number of movement • Shield Cost: The number of shields it
points a unit must expend to enter a costs to produce the unit.
terrain square of this type. • Pop. Cost: The number of population
• Defense Bonus: The percentage modifier points lost from a city when it produces
applied to a unit that is attacked on this the unit. (Example: Settlers cost two
terrain type. population points plus their shield cost.)
• Worker Job: Allows you to set a special • Moves: The unit’s base movement rate.
Worker job that can be performed on • Trans. Capacity: The number of other
this terrain (above and beyond the jobs units the unit can transport.
normally available on the terrain type
in question). For example, using this • Zone of Control: Endows the unit with
setting you could allow Workers to a Zone of Control. Units so endowed
irrigate Mountains. automatically attack enemy units that
pass within one square of them (unless
• Pollution Effect: The type of terrain the opposing units are immune to Zones
this terrain changes to when affected of Control).
by global warming.
• Attack Str.: The unit’s attack factor.
• Possible Resources: The types of special
resources that can occur on the terrain • Defense Str.: The unit’s base defensive
type. (Select as many as you want for strength.
each terrain type by holding c • Operational Range: The operational
and clicking each resource.) range (applies to air units).
• Bombard Str.: The unit’s bombardment
Units strength.
This set of options allows you to customize • Bombard Range: The range at which the
the abilities of the game’s units. Besides unit can launch a bombardment attack.
the ability to change each unit’s name, the • Rate of Fire: The number of volleys fired
following options are available: by per bombardment.
• Icon: Changes the icon used by the unit. • Required Resources: The strategic
• Required: The advance you must discover resources required to build the unit
to build the unit. Don’t set a prerequisite (choose up to three).
for Settlers. You can’t build cities without
Settlers, and you can’t perform research
without cities.
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• Unit Abilities: The special abilities the • Special Actions: Sets the special abilities
unit possesses (such as nuclear weapon, the unit is able to perform. Selecting
amphibious capabilities, ignores Zones contradictory abilities—such as Finish
of Control, and so on). Select as many Improvement for a Cruise Missile, for
abilities as you like by holding c and instance—can lead to unpredictable
clicking the desired items. Overloading unit behavior, especially when under
a unit with conflicting characteristics AI control.
can create unpredictable results. • Worker/Engineer Actions: Allows you
• Available to: Allows you to restrict the to assign Worker abilities and commands
unit’s availability to the civilizations to a unit. Again, these features can
you select. cause odd behavior when assigned to
• Class: Identifies the unit as a ground, certain units.
naval, or air unit and endows it with the • Air Missions: Selects the air missions the
basic characteristics of the selected class. unit is capable of performing. The same
Changing the class of pivotal units warning stands—oddities might result
(such as Settlers and Workers) can cause from when these attributes are assigned
unplayable situations. to units that they weren’t designed for.
• AI Strategies: This group of options
defines how the AI uses the unit. The Unit Abilities/Unit
choices are restricted based on the unit’s Actions/Unit Orders
Class, the options selected under Unit
These three editor categories allow you
Abilities, and certain Special Actions
to change the names of unit abilities
selections. Deselecting all AI Strategies for
(Wheeled, Ignore Zones of Control, All
a unit causes the AI not to use the unit
Terrain As Roads), unit actions (Hold, Wait,
at all—which can produce unpredictable
Fortify) and unit orders (Build Fortress,
results depending on the unit.
Build Road). This changes their verbiage in
• Standard Orders: Allows you to set which the game—nothing more. You can enter
of the standard gameplay functions (Skip a short description of abilities and actions.
Turn, Wait, and so on) the unit is able
to perform.
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CHAPTER X: THE EDITOR IN THE CIVILIZATION III GAME
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XI
CONVERSING WITH
THE CREATOR
Sid Meier has been making computer games Prima: There are tons of Civilization fan sites
since—well, pretty much since the inception of out there, and we’re sure you get lots of fan
the computer game industry! With more than a mail from avid players. How much was the
dozen hit games under his belt, it’s safe to say Civ III design influenced by the suggestions
that no one knows the industry quite as well and comments of existing Civ players?
as Sid. What he has to say about game design Sid: As I just mentioned, we’ve had lots of
could probably fill an entire book. So, because Civ player feedback over the years that has
this book is about the Civilization® III game, we definitely helped us shape Civ III. We’re very
ran some questions by the legend himself and thankful to the Civ community for sharing their
asked him for some of his thoughts on his thoughts with us.
latest creation.
Prima: How did your experience with Sid Meier’s
Prima: Why did you decide to do another
Alpha Centauri influence the design of Civ III?
Civilization? Haven’t you given people enough
There are some obvious similarities between the
sleepless nights?
two games.
Sid: It was time! :) Between the tremendous
Sid: We learned a lot of good things with Alpha
amount of feedback we’ve had from Civ® players
Centauri…one of which is that more does not
over the years and the multitude of ideas our
always mean better. We took some of the cool
development team had, we knew we could
features and technological advances we made
take the Civ experience to the next level…and
in SMAC and implemented them in Civ III.
we have!
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C HAPTER XI: CONVERSING WITH THE CREATOR
Prima: There are some notable Civ II items— Prima: In Civ II Multiplayer, you were able to
advances, units, improvements, etc.—missing trade units with other civilizations. Civ III allows
from Civilization III. In fact, in some ways, many items to be traded, but not units. Any
Civ III seems closer in design to the original particular reason?
game. Was this your intention and, if so, why? Sid: In Civ III, along with the multitude of
Sid: Our goal with Civ III has been to take the things that can be traded, you can also trade
light-hearted, fun elements of the original Civ, Worker units.
the depth of Civ II, and refine and improve
them to add the many new features and ideas Prima: The idea of national borders—rather
we’ve developed, making Civ III the best Civ than a loose collection of city states—is an
experience ever. excellent addition to the game, though it tends
to greatly change the player’s interaction with
Prima: What happened to Fundamentalism? the other civilizations. How did that idea
Some of the more militant Civ II players swear come about, and how hard was it to integrate
by it. and balance?
Sid: It created a balance problem in the game Sid: Some things are just obviously good ideas.
that we couldn’t rectify, so we didn’t include it. This was one of them. However, the way in
which they function based on Culture was a
Prima: Another interesting change is the fact “breakthrough” for us. We spent a long time
that you no longer have to wait for the spaceship trying various strategies for national boundaries
to reach Alpha Centauri. What prompted growing naturally. We had the idea of Culture
that change? growing out of cities and we had the desire
Sid: We want you to be able to revel in your for national boundaries. The breakthrough
victory immediately! was when we decided that the two should
be combined.
Prima: Both the naval and the air units work
differently in Civ III—they operate more Prima: Elvis seems to have left the building.
realistically. Did bombardment and the new Many players actually called the Entertainers
air rules create any balance problems? “Elvis.” Why do away with The King?
Sid: In some way, every element creates a Sid: It was time to say goodbye…and he
balance problem, so a major focus for us is to refused to get off my blue suede shoes, so he
do what it takes to keep everything balanced. had to go. ;-)
Bombardment and the new air rules did create
a balance challenge, but nothing major.
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Prima: What made you decide to do away with Prima: Scenarios kept Civ II going strong for
the previous trade system? years after its release. Are there any scenario
Sid: We had some better ideas! We’re really packs planned for Civ III? Do you have any
excited about the expanded trade system. A big scenario ideas you’d like to share with us?
change is that trade has been abstracted to the Sid: The mod community is very important
diplomacy system and trade advisors will no to us and we’re dedicated to supporting them
longer require you to use Caravan units. Trade after the release of Civ III. Stay tuned for
goods are composed of luxuries and resources. more details. :)
Luxuries are goods that improve the happiness
of your cities. Resources are needed to make Prima: Half the people reading this probably
certain military units (Iron, for example, is want to be game designers. Can you help them
needed to make the Swordsman or Roman learn from your mistakes? Over your whole
Legion units). career, what mistake did you learn the most
from, and what did you learn?
Prima: In today’s market, there seems to be Sid: I’ve learned to recognize when something
an unwritten demand for multiplayer in every in the game design isn’t working and change
product. Do you believe that turn-based games it—even if that means taking a whole new
like Civilization are conducive to multiplayer? approach to the game. So, I guess the lesson for
In your opinion, is it still okay to make single- young game designers is to be open to making
player-only games? adjustments—even big ones—if you’re finding
Sid: The single-player experience has always that the game just isn’t working well.
been the main focus of Civilization. However,
we’re working on some cool multiplayer Prima: What games do you play to learn from?
concepts that will take a fresh approach to For fun?
the challenge of making multiplayer for a Sid: I don’t really make that distinction. I like
turned-based game fun. We’re not yet ready to play good games that are fun and teach you
to give details, but stay tuned. something at the same time.
Prima: Was there any concept or feature Prima: One final question. Civilization IV. Have
that you tried to work into Civ III that just you thought whether you’d like to do Civ IV and,
didn’t work? if so, what it might be like?
Sid: We had an idea for Great People (Artists, Sid: That’s a good question. If the fans still
Scientist, Politicians) in addition to Great want more after Civ III, then we’ll talk about
Leaders. There was a system for defection to giving them more. :)
other countries, kidnapping, and so on. We
couldn’t get this to work in a satisfactory way,
so we didn’t include it.
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INDEX
A Border expansion, 62-63, 201
Bowman, 167
and global cultures, 69
interacting with other, 5-6
Abilities, customizing unit, 197-198 Bribery, 6 Civilopedia Entry, 190
Advanced Flight, 101 Bronze Working, 87 Climate options, 9-10
Advances Build/Advance Rate, 15 Coal Plant, 124-125
age-by-age descriptions of, 86-112 Coast terrain, 21
alphabetical list of, 80-86
altering characteristics of, 191
C Coastal Fortress, 125
Cancer, Cure for, 138 Code of Laws, 87-88
importance of, 76 Colonies, 3
Cannon, 151, 158
new in Civ III, 4 Colosseum, 125
Caravel, 159-160
researching, 77-79, 80, 86, 113 Colossus, 137
Carrier, 160
skipping, 87 Combat, 172-180
Catapult, 151, 158
trading, 70-71 Combat Bonus, 15
Cathedral, 124, 141-142
AEGIS Cruiser, 159 Combustion, 102
Cavalry, 152
Age options, 10-11 Commerce, 19, 60, 77-78, 80
Ceremonial Burial, 87
Ages of civilization, 4, 77, 80, 192 Communism, 58-59, 102
Chariot, 152, 171
Air combat, 175, 201 Computers, 107
Chemistry, 94
Airport, 66, 123 Conquest Victory, 14, 116, 183-184
Chivalry, 95
Alpha Centauri, 181, 182, 183, 201 Conscript units, 174, 192
Cities
Alphabet, 87 Construction, 88
assimilating, 63
Amphibious War, 101 Content Citizens feature, 15
and corruption/waste, 60
Anarchy, 35, 57 Continents worlds, 8, 9
deciding when to build, 31
Ancient Times, 86-93, 114, 116, 192 Control, Zone of, 178, 179
improving, 119 (See also
Animation settings, 191 Cool climate, 10
Improvements)
Apollo Program, 136-137 Copernicus’s Observatory, 137-138
investigating, 72
Aqueduct, 123 Corporation, 102
liberating, 63
Archer, 150 Corruption, 56, 59-60, 192
managing, 34-54
Archipelago worlds, 8-9 Cossack, 167
placement of, 17, 29-31
Arctic terrain, 20 Courthouse, 60, 125-126
size classifications, 35, 193
Arid climate, 9-10 Cruise Missile, 164
and trade, 65-66
Armies, 172, 174 Cruiser, AEGIS, 159
trading, 71
Armor, 154, 158 Cultural Advisor’s screen, 60
Citizens, 34, 35-42, 190-191
Art of War, Sun Tzu’s, 146 Cultural Victory, 6, 14, 115, 184-185
City Display, 19
Artillery, 151, 155, 158 Culture Points, 3, 60-64, 105, 184, 192
City Governor, 44, 47, 191
Artistry, 96-97 Cultures, global, 69, 191
City improvements. See Improvements
Astronomy, 94 Cure for Cancer, 138
City Walls, 132
Atomic Theory, 101 Currency, 88. See also Gold
Civ3Edit, 187-199
B Civil disorder, 37-38
Civilization advances. See Advances D
Bach’s Cathedral, 141-142 Civilization III Dam, Hoover, 140
Banking, 94, 123-124 editor, 187-199 Defense, Integrated, 109
Barbarian, 3, 11-12, 15, 177-178 interview with creator, 200-202 Defensive Bonus, 20
Barracks, 124 new features, 2-6, 187, 201 Defensive Power, 173
Battlefield Medicine, 137, 174-175 peaceful vs. warlike play, 113 Democracy, 59, 95
Battleship, 159 previous products, 1 Desert terrain, 22
Bombardment, 175, 180, 201 setup options, 7-16 Despotism, 57
Bomber, 163, 165, 180 Civilization-specific units, 166-171 Destroyer, 160
Bonus resources, 3, 25-26 Civilizations Difficulty levels, 15, 192
Bonuses ages of, 4 Diplomacy, 5-6, 67-71
Barbarian Combat Bonus, 15 changes in Civ III, 3, 12 Diplomatic actions, 72-73, 192
and civilization characteristics, 13 characteristics of, 13 Diplomatic Victory, 6, 14, 185-186
Defensive Bonus, 20 choosing, 14, 166 Domestic Advisor’s screen, 19, 48
Irrigation Bonus, 20, 30 editing characteristics of, 190-191 Domestic trade, 65-66
Mining Bonus, 21
Road Bonus, 21
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INDEX
S
Mounted Warrior, 169 Production, 42, 44-46, 56
Move Cost, 20 Propaganda, 64-65, 73-75
Pyramid, 144 Sabotage, 73
Multiplayer games, 202
SAM Missile Battery, 131
Music Theory, 99
Musketeer, 170 R Samurai, 170
Radar Artillery, 155, 158 Sanitation, 106
Musketman, 154
Radio, 105 Satellite, 111
Mysticism, 91
Raging level, Barbarian, 11 Science, 4, 19, 77.
N Railroad, 31 See also Research; Technology
Scientific Method, 106
Nationalism, 104-105 Random level, Barbarian, 11
Rate Cap, 194 Scientist, 79-80, 190
Naval units, 158-162 Scout, 170-171
Navigation, 99 Recycling, 110, 130
Refining, 105 SDI Defense, 146
Negotiation, 5-6 Sea terrain, 24-25
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