Sid Meier`s Civilization 3

Sid Meier`s Civilization 3

01.10.2013 01:50:59
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Civilization III
FAQ/Walkthrough
"How to win friends and Conquer people..."
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January 17, 2005
Version 0.51


Written by: Dan Simpson
Email: dsimpson.faqs@gmail.com

If emailing me, use this subject: Civilization 3 v 0.51

(Emails that don't use this subject will be deleted, avoid using all CAPS)


Email Policy: (read before emailing me!)
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If you see any mistakes, or have anything that you want to add
please email me! I will, of course, give you full credit for
your addition, and be eternally grateful to you. Email addresses
are not posted in the FAQ, unless you specifically state that
you want it to be.

Also, if you have a BUG of some sort, try downloading and
installing the Patch first. Sure, it's a large download, but it
fixes a large variety of problems.




Notes
-------------------------------------------------------------------------------
You will find the most up to date version of this FAQ at:

http://www.gamefaqs.com/

Be sure to pick up the 1.29f patch for Civ III: (see the Patch Info section
below for more details)

http://www.civ3.com/patches.cfm

This FAQ looks best in a fixed-width font, such as Courier New.

This Document is Copyright 2002-2005 by Dan Simpson
Civilization III is Copyright 2001 by Infogrames/Firaxis

I am not affiliated with Sid Meier, Firaxis, Infogrames or anyone who had
anything to do with the creation of this game. This FAQ may be posted on any
site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are
posting it. You may not charge for, or in any way profit from this FAQ.
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What's New in 0.51:
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Changed my email and updated the format.

For a complete Version History, check out the Final Words Section at the end
of the FAQ.


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Table of Contents:
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i. Civilization III, What's Different?
ii. Patch Info (v1.29f)
iii. Using the Map Editor

1. Game Basics (or, So You've Never Played a Civ Before?)
2. The Civs
2.1 Civ Specific Strategies
3. Building an Empire
4. Culture
5. Diplomacy
6. Dealing With Corruption
7. Science
8. Wonders of the World
9. War, What is it Good For?
9.1 The Combat Engine Demystified!
10. Winning the Game
11. Extra City Names
12. A Brief History of Each Civ (Or, Why This Civ Is In The Game)

Final Words...


-------------------------------------------------------------------------------
i. Civilization III, What's Different?
-------------------------------------------------------------------------------

Quick Definitions:

Civ - Civilization, usually a stand-in for one of the players (CPU or
Human). An example Civ would be the French. Civ also is the standard
abbreviation for the game, Civilization. Thus, Civ III is short for
Civilization III.
Tech - Technology, one of the researchable techs in the game
SMAC - Sid Meier's Alpha Centauri

Major Changes:

* The Addition of Culture. Now each city you construct has a "Culture
Modifier" that will increase its boundaries, and later increase the
borders of your empire. Culture has other effects as well, such as
impressing other Civs, and even as a tool for stealing their cities.
Culture is acquired by building certain buildings, temples, colosseums,
wonders, etc.

* Civilization-specific advantages. These advantages are listed in the
section below called "The Civs." What these amount to is different
bonuses when playing a different Civ. One Civ might receive an extra
Scout unit at the beginning, while another has faster workers. Each Civ
also has a Civ-specific unit, such as the Roman Legionnary, which
replaces a standard unit (in this case the Swordsman).

* Barbarians are completely different. Before, Barbarians simply appeared
on the map and attacked, now they have little villages where they are
based out of. The village will generate units that are used to attack
your country. This can be fixed by sacking the village, either with
military force, or simply having the culture level expand out to include
the village (which automatically disperses it). Taking a barbarian
village nets you some money as well. Such villages are always rebuilt
just outside your culture somewhere, so you must be vigilant.

Also, Barbarians can no longer capture your cities. They can, however,
kill your settlers and workers. This leads to one strategy, if you have
a settler about to be killed by a barbarian, have him build his city
quickly. Instead of dying, your city gets attacked, but with no defense
the barbarians just take some money and leave. (Barbarians can also kill
population and destroy buildings, but with a size 1 city that you just
built, this isn't a problem.)

* Diplomacy is completly revamped. You can trade for more things, and just
generally get more out of the diplomacy screen. For example, instead of
just being able to trade maps, you can trade your Territory Map (the land
within your culture) or your whole World Map (all that you have
explored).

* Golden Ages. Gone are the generic "golden ages" (when you researched
Philosophy in Civ II you got a free tech, not so in Civ III), replaced
by a more useful golden age. When you meet a condition of your Civ (it
could be building a wonder, or winning a battle, it all depends on the
type of Civ you are playing), you enter a Golden Age, where food and
production is greatly increased.

Tip: DO NOT change governments while in a Golden Age, or you'll lose
all the benefits while your Civ is in Anarchy.

Unit Changes:

* Units no longer have home cities, they are supported by the Empire as a
whole. The early governments can simply support a number of units per
city for free, after which you start paying 1 gold per unit. (Republic
and Democracy ALWAYS pay for units) That's right, units no longer require
resource SHIELDS to support. Also, settlers no longer require FOOD to
support.

* Speaking of settlers, they now cost TWO population to build, and no
longer build improvements (irrigation, mining, roads), that job has
fallen to the new WORKER unit. Workers cost ONE population point to
build. Both are considered NON-COMBAT units and cannot defend cities.
In fact, if attacked by an enemy Civ, they get captured and will now
work for the enemy. (Settlers are converted into 2 workers... no one
will build cities entirely with foreigners)

* Old units can be upgraded in any city that contains a barracks. This
involves a small fee for the upgrade (the fee gets larger the more
"steps" that must be upgraded. For instance, upgrading a Rifleman to
Infantry is cheap, but upgrading a Spearman to Infantry would be a lot
more money). Leonardo's Workshop no longer automatically upgrades units,
it merely makes it more cost effective.

* No more diplomats, spies, or caravans (as units). The functions of these
units has been rolled into the Diplomacy screen (SHIFT-D, or press the
on-screen button). As soon as you contact a Civ (by which I mean that
you see one of their units/cities), you can talk to them, trade for
resources and so forth. Spying is split between your Embassy and the
later Intelligence Building (which you can build after you get the
Espionage tech).

Note: To build an embassy in a Civ, double-click the STAR icon that is
attached to your capitol city.

To set up an Espionage mission, double-click the pentagon icon
that is attached to the city that built the Intelligence
Building.

Note: Since there are no Caravans, there is no FOOD caravan. The only
food your city gets, it must produce itself.

* Unit "firepower" was removed. See the "Combat Engine Demystified" section
below to see how combat is figured out now.

* Artillery-type units now Bombard rather than attack. This is a special
attack that will damage (but not destroy) enemy units. If attacking a
city there is also a chance to kill civilians, or destroy buildings.
Naval units and Air units can also bombard the landscape.

* Units have more levels than just "Veteran." They start as "Regulars"
advance through battle (or barracks) to Veteran then from there become
Elite. This isn't new if you played SMAC, but is if your last game was
Civ II. Also, there is no longer an offensive bonus associated with
being Veteran/Elite, it simply gives you more Hit Points. See the
"Combat Engine Demystified" section below for more details.

* Privateers are back! (OK, so they were only in Colonization, but still)
These wonderful units allow you to attack other naval vessels freely,
because no one knows that it is your Privateer! Of course, in order for
these to be effective, you'll want the Patch (v1.16f) which upgrades
their attack strength to 2 (from 1).

* Elite units, when victorious in battle, have a chance to produce a GREAT
LEADER. Leaders are awesome and have 2 great powers, as we'll see below.
They are considered NON-COMBAT units, and must be protected until they
can get back to your cities and do one of the following:

- Hurry Production. The leader is the only force on earth that can
hurry-up a wonder, but their Hurry ability works on any city
improvement. Send the leader to a city, then hurry, no matter how
much production is left, that improvement is now complete. I
usually used this AFTER building at least one army, as several
WONDERS require that you have a VICTORIOUS ARMY (the Pentagon
requires that you simply POSSESS 3 armies at the time). Often I'd
send him to one of my FRONTIER cities (where they are built next to
the enemy, or near a large empty area), and switch that city to
build the most production-intense WONDER. Back to leader, who HURRIES
the production and finishes the wonder in ONE TURN.

- Build an Army. You need armies to win tough military campaigns, but
they have other nice effects as well. For starters, you NEED an
army to win a battle before you can build the Heroic Epic "small"
Wonder (which increases the odds that Elite units produce Leaders) or
the Military Academy which can produce Armies itself.

Armies work by grouping numerous units together (3 originally, but
you can get 4 once you build the Pentagon). When you attack with an
army, the best offensive unit in the army attacks, but Hit Point
losses are spread amongst all the units, so the army doesn't die
until all the combined Hit Points have been lost. So, say you combine
3 Elite Knights together; your army now has 15 Hit points. Now you
can safely attack nearly anything and know that even if you lose
10 or more rounds of combat, you'll still win in the end.

Note: Once you add a unit to an army, there is NO WAY to get it
out of the army. There is also no way to UPGRADE an armies
units. (they also can't Pillage, for some reason) So, once
you have all the Army related "small" Wonders (Heroic Epic,
Military Academy and the Pentagon), consider disbanding your
old armies and producing new ones to replace them. Armies
cost 400 shields to build, and can only be build in cities
with the Military Academy. Disbanding an old army nets your
city 100 shields, which can be a great way to get some
improvements built.

Terrain and Resource Changes:

* There are now Strategic Resources and Luxury Resources.

Strategic Resources (Iron, Horses, etc.) are what allow you to build the
better units in the game. You can't build Swordsmen without Iron any
more than you can build Horsemen without Horses. Each Civ starts out by
at least SOME sort of strategic resource. If you don't get one, you may
have to trade with other Civs to get it.

Luxury Resources (Wine, Spices, Silks, etc.) make your citizens happy.
Simply have a road on the resource (within your culture) and have that
road lead to your capitol is enough. If the resource is OUTSIDE of your
culture, I'd send a settler to fix that, but you could also send a worker
to build a road to it, then the Worker can found a COLONY. Colonies ONLY
bring in resources (also Strategic resources), and need to be defended
lest they be destroyed by hostile barbarians.

Note: If your culture expands to the area where the colony is placed,
the colony vanishes... as it is no longer needed.

Each Luxury makes one person in each city (that is connected to the road)
happy. There are 8 luxury resources, so if you have them all then 8
people are now happy (less if there is significant War Weariness). If
you build a Marketplace this effect is increased by a lot. Now the first
2 luxuries make one person happy each, but the next 2 luxuries each make
2 more people happy. The next 2 luxuries after that make 3 people happy,
and the last 2 luxuries each make 4 people happy. Thus, if you have
access to all the luxuries (either by getting them yourself or trading
for them), one of the first buildings you'll want in each city is a
Marketplace.

* Irrigation now requires access to Fresh Water. This is usually a river,
but inland lakes work just as well. And of course, you can irrigate from
your previous irrigations. This makes for some interesting Worker
projects when you have to get water out to the drier areas of your
empire. Once your city has access to water, it counts as a source of
fresh water, and you can irrigate from it. Also note that your
irrigations can be run diagonally and still have fresh water. Electricity
eliminates the need for this, allowing you to irrigate anywhere.

Note: You can no longer irrigate Hills in Civ III.

Also, there are no more Engineers, so you cannot transform the
terrain either. When you build a city on a desert, it will
stay a desert.

* No more Farmland improvement. Railroads will now increase the effects of
mines or irrigated land by 50%. Notice that it improves only what you
have built, it doesn't just provide a bonus to what is there. For
example, a railroad on a square that produces 2 food and 2 shields
(which would be a mined grassland) would improve ONLY the "mine" giving
you an extra Shield.

* Forests, when cut down by your workers, will give a shield bonus (10) to
the closest city. This does not affect Wonders, which don't take the
bonus.

* Rivers run between land squares now, and provide no movement bonus.
Land near a river gets one extra Commerce. There is a defensive bonus
when a unit attacks another across a river. Also, until the Engineering
tech is discovered, rivers are considered to be "un-bridged," so even
when you build a road across a river, it won't help.

* Altitude and visibility. Normally units can see 1 square in all
directions. However, when they get close to a mountain or a hill, they
can see it from 2 squares away. When they get to the top of a mountain
or a hill, they can see in all directions for 2 squares. Hills cannot
see over Jungles, Hills and Mountains, while Mountains can't see over
other Mountains. Usually if I want to place a unit near an enemy Civ, I
look for the nearest Mountain and fortify there... it also has a great
Defensive Modifier! (see the "Combat Engine Demystified" section)

* Jungles and Floodplains come with a chance for Disease. Disease, though
not terribly common, affects you in 2 ways: One, cities built near these
terrains can have citizens die from disease; Two, units on these terrains
can themselves just die from disease. Not sure if the Hospital reduces
these effects.

Note: Your city doesn't have to be RIGHT NEXT TO one of the terrains,
if it has Jungle or Floodplains ANYWHERE in its "city radius"
it has a chance for disease.

* Impassable Terrains. Catapults and Cannons can't enter Jungles or
Mountains.

Changes to Cities:

* Production Queue. You can now instruct cities to build one thing after
another. You add items to the queue by holding SHIFT while you click
what you want to add. Replacing an item already on the queue requires
that you click that item, then SHIFT-click the new item to replace it.

Note: Greyed-out improvements are ones that you cannot build at the
moment. This usually means that you are building that
improvement (almost always a Wonder) in another city. Wonders
can also be greyed out if you try to switch production from
one thing to the Wonder (it won't let you). Which means that
you can't Hurry the production of a Temple and try to switch it
to an Oracle (to build it faster).

If you have a queue that you want to SAVE for future cities, press
SHIFT-Q to save it, then later just Q to load it.

* War Weariness. Republics and Democracies don't like to be at war, and
will tend to become unhappy while at war. The longer a war goes on, the
worse the effect will be. This can be somewhat countered with Temples,
Cathedrals, Luxuries and so on (things that NORMALLY reduce unhappiness
work just fine), as well as Police Stations and the Universal Suffrage
Wonder (things that reduce War Weariness itself). Nothing will ever
eliminate the effects of war weariness. In fact, in a Democracy, War
Weariness has such an effect that you won't want to declare war on
anyone, and even when you do, you'll want peace as FAST as possible.

Look on the bright side, at least units outside of the city don't cause
unhappiness as they did in Civ II.

* Small Wonders. These bad boys can be built by ALL civilizations, not just
the first to get them. Their effects are in many ways, better than those
of the Great Wonders. These are listed in the "Wonders of the World"
section below.

* Conquering Cities. You get an option to "raze" the city, which is
terribly useful. Cities that ARE captured will have "resistors", elements
of the population that are against your rule. Captured cities also lose
all their improvements, meaning that even when the resistance is quelled,
the populace is very unhappy (especially if you're still at war with
their homeland). And at least until the patch, cities of 1 population
aren't automatically razed. (With the Patch, they are)

Science:

* You can now use the Tech Tree directly to set tech goals. Want Monarchy,
but can't research it yet? Set it as your Goal. On the Science Adviser
screen there is the tech tree, click on Monarchy and he'll get all the
advances needed to get to Monarchy. This screen also comes up when you
get a new tech (under "What's the Big Picture?").

* Ages. There are now 4 ages to the game, from ancient to modern. While in
one age, you can't get techs from the next age. In fact, the beginning
techs of an age have no prerequisite other than that you be in that age.
You advance in Age when you have MOST (not all) of the techs in your
current age. Researching techs from previous ages is then easier to do,
and comes at a reduced cost.

What's Gone:

* Bribery. No spies equals no unit bribery. Your armies will remain your
own.

* Engineers. Your workers are upgraded automatically with new skills when
you gain the right tech. I do miss the 2 movement of engineers, though.
You also can't Alter the terrain (that is, turn Plains to Grassland).

* Fundamentalism.

* The Senate. Now you can declare war on whomever you please as a Republic
or a Democracy. The only thing stopping you is the War Weariness once
you're at war.

* Tax/Science/Luxury caps. Now you can set these rates to whatever you
want.

* Zones of Control. Your armies used to (in Civ II) have an area around
them where enemy armies could not tread. This is gone. So, no more
setting just a FEW units to guard your border; if you want to keep the
enemy out, you must fortify the ENTIRE border.

Some units (and units that are fortified in a Fortress) get a Free Attack
on units that cross their sights.

Note: Saved Games are very large. If you find yourself saving often (and
why wouldn't you?) your hard drive will get filled up rapidly. Be
sure to every once in a while go through and delete your old and
useless saved games.

C:\Program Files\Infogrames Interactive\Civilization III\Saves\

Alternatively, you could just have ONE save per civilization
session. Consider: You play as the French, so your saved game is
always called "French1". Every time you save, you save over this
game. If you ever need to go back to an OLDER save, there are still
the auto-saves available. This way you don't create a large archive
of old games.


-------------------------------------------------------------------------------
ii. Patch Info
-------------------------------------------------------------------------------

Patch Info page: http://www.civ3.com/patches.cfm

Direct Download Link: ftp://ftp.infogrames.net/patches/civ3/Civ3v129f.exe

Important! If you are running Windows XP, the 1.16f patch does work, but to
get the game to run with it, you may need to make one small alteration to a
game file. Here is what to do:

1. Open up the Civilization3.ini file. Don't know how? Go to Start > Run >
then type Notepad.exe. From here go to File > Open >
C:\Program Files\Infogrames Interactive\Civilization III\Civilization3.ini

2. This is a list of game options. At the bottom of this list add this line
exactly as it appears:

Refresh=60

3. If you had any Compatibility Modes set up to play the game before the
patch, turn these OFF. You will no longer need them.

4. Play and enjoy!

Note: I do not believe that the later (1.29f) patches require this work-
around. I will leave it in, anyway.

To see exactly what is changed (and there is a LOT) I recommend reading the
README.TXT in your game folder:

C:\Program Files\Infogrames Interactive\Civilization III\README.txt

You can use Notepad or Word to read it.


-------------------------------------------------------------------------------
iii. Using the Map Editor
-------------------------------------------------------------------------------

Civilization III ships with a somewhat functional Map Editor (found in the
same Start Menu group as the game).

First off, you can't actually create scenarios with the map editor. Yes, I
know there is a Scenario menu, but no, you can't make one. Yet. There is
also no way to ZOOM OUT on your map to get the big picture. Annoying since
there isn't a mini-map either. What does this mean? That you will probably
want to just randomly generate a map (Map > Generate Map), and then start
editing.

Patch Note: The later patches add the Zoom Out functionality, as well as
a Mini Map (although the Mini Map sometimes needs to be closed
and reopened to get it to work).

The Map Generation options are the same here as when you start a new game,
map size, land type, and so on. World Seed affects the position of special
resources (and other things) on the map. There's no particular reason to use
it.

Note: To edit the Rules for the map, you need to click on the Tools menu,
then UNSELECT the "Use Default Rules" option. This unlocks the
Rules menu.

With the Patch, this option is found in the "Scenario" menu, and
you SELECT "Custom Rules."

Also note, the edited rules only count for your created map. If
you go to a normal game, the rules will be the default rules.

Note: To change the map size (by which I mean to make a larger map than
"Huge" or a smaller map than "Tiny"), you need to edit the Rules
BEFORE generating your map. Go to the World Sizes Rule, and change
the dimensions of the map. Remember that really large maps will
drag down game performance.

Next thing to know, once you have a map, is that you can't set where YOU will
start a game. All you can set is a generic "Set Player Starting Location",
which you may or may not use (it could go to the CPU). If you do want to
"cheat" your game, what you can do is improve one of the Starting Locations.
Then when you load up the map in the game, if you don't start at the right
place, restart (CTRL-SHIFT-Q) and try it again.

There are 3 main items in editing a map: the Terrain itself, the Resources
(both strategic and luxurious) and the "Overlays" (such as "Goodie" huts and
Rivers). These 3 buttons are on the toolbar (they're the green ones, with the
"wheat" in the middle). To the right of those buttons are the Terrain Brush
sizes, from small to large, followed by the Generate Random Map button.

By default the editor uses Desert tiles 1x1 in size.


-------------------------------------------------------------------------------
1. Game Basics (or, So You've Never Played a Civ Before?)
-------------------------------------------------------------------------------

This section is intended for people who have never played any of the Civ
games before, and those who don't even have Civ III and are curious about it.
Anyone else, feel free to skip to the next section, "The Civs."



-------------------------------------------------------------------------------
2. The Civs
-------------------------------------------------------------------------------

Commerical Civs experience less corruption, and produce more Commerce in
large cities. This bonus works the best during the middle ages when your
cities are large enough to produce the bonus commerce. Not sure how much
corruption is reduced, but it isn't by that much.

Expansionist Civs start with an extra unit, the Scout, which has 2 movement
points. Early in the game this is a good advantage to exploration. Barbarian
villages produce more money when captured. Goodie Huts are more profitable
and never produce Barbarians. Scouts are the real treat here since you can
avoid building Warriors for exploration purposes, your scout works just fine.
Both of their bonuses are for the beginning of the game ONLY. Scouts are
decent, but only until you get Horsemen. And getting bonuses from Goodie Huts
is nice, but only if there are Goodie Huts to find.

Industrious Civs have faster workers (2x, this bonus stacks with Replaceable
Parts for a 4x bonus) and the "city" squares produce extra shields when the
population goes over 6. My personal favorite as the super-fast workers are
nice, you'll be able to expand your empire at a faster rate with fast workers
building roads everywhere. Why not just take a non-industrious civ and simply
build MORE workers? Well, instead of having to spend shields and population
building extra workers, you could use those same shields and pop to build
SETTLERS.

Note: Industrial Workers seem to work slower while in Anarchy.

Captured Workers do not get the Industrial Bonus. This holds true
if you aren't Industrial yourself and capture Workers from an
Industrial Civ.

Militaristic Civ's units advance in rank faster (from veteran to elite) and
produce more Leaders. Barracks and Coastal Fortresses are cheaper to produce
by 50%. My second favorite on the list for the simple reason that you get
more leaders, which allows you to build armies quicker, more often and to
better effect. Also with a lot of leaders so you can VERY QUICKLY build any
wonder you like.

Tip: The first leader you get should ALWAYS create an Army. This army then
needs to immediately attack an enemy Civ's unit. Why? There are
two Small Wonders that require having a Victorious Army, while one
requires that you have three armies.

Heroic Epic - Must have had a victorious army
Military Academy - Must have had a victorious army
Pentagon - Have three armies on the map at one time

Religious Civs get Temples and Cathedrals at half cost. That is it takes
half the Production Shields to build them. They also change governments
quicker having only 1 turn at Anarchy.

Scientific Civs get a similar bonus for Research Buildings: Libraries,
Universities and Research Labs. At the start of each Age, scientific Civs
get an extra Tech for free.

A Quick Reference Table:
------------------------

Civ Traits Free Techs Special Unit (Replace)
------- -------- --------------------------------- ----------------------
America Ind, Exp Masonry, Pottery F-15 (Jet Fighter)
Aztec Mil, Rel Warrior Code, Ceremonial Burial Jaguar Warrior (War.)
Babylon Rel, Sci Ceremonial Burial, Bronze Working Bowman (Archer)
Britain Exp, Com Pottery, Alphabet Man-o-War (Frigate)
China Ind, Sci Masonry, Bronze Working Rider (Knight)
Egypt Ind, Rel Masonry, Ceremonial Burial War Chariots (Chariot)
France Ind, Com Masonry, Alphabet Musketeer (Musketman)
Germany Mil, Sci Warrior Code, Bronze Working Panzer (Tank)
Greece Sci, Com Bronze Working, Alphabet Hoplite (Spearmen)
India Rel, Com Ceremonial Burial, Alphabet War Elephants (Knight)
Iroquois Exp, Rel Pottery, Ceremonial Burial M. Warrior (Horseman)
Japan Mil, Rel Warrior Code, Ceremonial Burial Samurai (Knight)
Persia Mil, Com Warrior Code, Alphabet Immortals (Swordsmen)
Rome Ind, Mil Masonry, Warrior Code Legionnary (Swordsmen)
Russia Exp, Sci Pottery, Bronze Working Cossack (Cavalry)
Zulus Mil, Exp Pottery, Warrior Code Impi (Spearman)


The Special Units:
------------------

These are roughly sorted by date, or when the Civ would have access to the
special unit. I figure the best special units are the ones you get early in
the game to give you an advantage over your enemies. Gaining a special unit
late in the game is almost useless.

Ancient:

Jaguar Warrior - Aztec - One of only 2 special units that can be built
(1-1-2) immediately, and this one is a doozy. Consider
this, there are 2 units at the beginning of the
game with 2 movement points, the other being the
scout, and the Jaguar Warrior is the only one of
those that can attack. Use mostly for exploration
purposes. The Jaguar has the same stats as the
Chariot, but costs half as much to build. Use the
Jaguar to map out the world quickly, then have
settlers fill it in with cities.

Because of this unit, the Aztecs (a Religious,
Militaristic Civ) can also be seen as a half-
Expansionist. They get a unit comparable to the
scout (and can defend itself, unlike the scout).
The Aztecs can thus probably explore the map
quicker than anyone else.

Hoplite - Greek - The only other unit that can be immediately built,
(1-3-1) even though it requires Bronze Working (one of
the techs the Greeks start with, conveniently
enough). The Hoplite is a Spearman with +1 to
Defense, giving him the same stats as the
medieval Pikeman. This gives the Greeks the first
Age and the first half of the second age to have
the BEST DEFENSIVE UNIT in the game. Plus,
Hoplites are cheaper to produce than Pikemen, so
even when you get Feudalism, you will still want
Hoplites. Oh, and Hoplites don't require Iron
either (Pikemen do).

Impi - Zulu - The Impi is a Spearman with +1 to movement. This
(1-2-2) gives you a Fast unit without having to find
horses (nice). However, Zulus don't start with
Bronze Working, so they would need to get that
first to get their special unit, which could take
40 turns. If possible, trade to get Bronze
Working. Impi are the only units with 2 movement
that can DEFEND until Knights, so use them
accordingly. Send in armies of Horsemen, guarded
by your Impis. They'll move in SWIFLY, but
SECURELY with the same defensive rating of
Spearmen. With Impis and Horsemen together, you
can actually Blitz in the ancient era!

Plus, just like all multi-movement units, the Impi
will retreat if they are losing a battle, a nice
bonus for a spearman to have.

War Chariots - Egypt - The War Chariot is a chariot with +1 attack,
(2-1-2) giving them the same ratings as a Horseman. They
also don't start with the Wheel and would need to
research it. Also, unlike the Impi, chariots
require Horses. The advantage? Horsemen cost
twice as many shield to build as War Chariots,
making them cheap and fast attack units. Difficult
to mount a successful invasion with due to the
time to research the Wheel; most enemies will have
spearmen by that point.

However, like other "wheeled" units, the War
Chariot cannot enter jungles or mountain areas.

Bowman - Babylonian - An archer with +1 to their defense. Requires one
(2-2-1) level of tech to get (Warrior Code), which could
take up to 40 turns to get (or you could trade
for it, or find it in a Goodie Hut). If, and only
if, you get the Bowmen early enough, you can use
them to good effect, they're the best early unit
in the game. However, they become ineffective
after Iron Working.

Mounted Warrior - Iroquois - A Horseman with +1 to attack strength. This
(3-1-2) Makes them the most deadly fast attack unit until
the Knight, but still a difficult unit to use
without infantry support (Spearmen, for example).
Same attack as the Swordsmen, but with the benefit
of being a fast unit. Requires horses to build.

Legionnary - Romans - My personal favorite special unit, the Legionnary
(3-3-1) is a Swordsman with +1 defense. With 3 attack
power and 3 defensive power, the Legionnary is a
good, all-around fighting force. They can be used
by themselves to attack other nations, without
the benefit of a special "defensive" unit to
protect them. Outclassed only when the Knight
appears, the Legionnary will terrorize the ancient
world. The only limit on legionnaries is that it
requires Iron Working to build, and Iron in your
resource box.

Immortals - Perians - The Immortals are also Swordsmen, but they get +1
(4-2-1) to attack power rather than defense. This makes
them just as strong on offense as a Knight
(although without the defense or the movement).
Since you get Immortals an entire AGE before
Knights appear, there is plenty of time to smite
your foes with them... So long as you get Iron
Working early enough, and have a source of Iron,
that is.

Medieval:

War Elephant - Indians - Essentially War Elephants are knights that require
(4-3-2) NO resources to build (normally you need Iron AND
Horses). Great advantage if you don't HAVE Iron
or Horses, not so good if you DO. They have no
other bonuses, their attack and defense are
identical to the Knight.

Samurai - Japanese - Another Knight replacement, this one doesn't
(4-4-2) require horses (but still needs iron). Apparently
Samurai can run quite well. The Samurai gets +1
to his Defense. A good mix of offense and defense,
in fact he'll be the best defender of the age,
just as good as Musketmen even. Although Gunpowder
is close to being researched at this time, Samurai
still don't need Saltpeter, and unlike Musketmen,
can also attack. (The Samurai is SLIGHTLY more
expensive to build than a Musketman)

Rider - Chinese - The final Knight replacement, this one gets +1 to
(4-3-3) its movement, giving it the range of the Cavalry.
Also, because of its 3 movement points, the Rider
exerts a "zone of control" and gains an attack of
opportunity automatically whenever an enemy unit
moves by. The Rider still requires both Iron and
Horses, but until Military Tradition and the
Cavalary come around, there isn't anything faster
or stronger.

Man-O-War - English - A replacement for the Frigate, the Man-O-War gets
(3-2-4) +1 to its attack power. I don't see the point
here, for two reasons. One, naval units aren't
all that useful in the game. (Although there are
a great many things you can do IN SUPPORT of land
units with naval units) Two, frigates give way to
Ironclads within only a few advances, thus the
Man-O-War won't be the king of the seas for long.

Industrial:

Cossack - Russian - A Cavalry with +1 to its defensive power. The
(6-4-3) extra point of defense is nice, but not too
terribly useful. It amounts to the same difference
between Pikemen and Musketmen. Cossacks will
still lose to Cavalry most the time, and even
Knights half the time (assuming no defensive
bonuses, such as fortifications and hills). Still,
were your Cossack to get in trouble in enemy
territory, he could FIND a mountain to fortify on,
he'd be that much safer than a similar Cavalry.

Musketeer - French - A musketman with +1 to attack power. Probably the
(3-4-1) second most useless unit in the game (I don't much
care for the Man-O-War either). Despite having
+1 attack power, the musketeer is STILL a
defensive unit, and attacking with a defensive
unit is fairly silly. The only real positive here
is that if your cities are attacked, you could
counter-attack with better power than if you had
just a musketman. (Although I would still just
wait until a Knight or Cavalry came by to clear
the enemy out)

Modern:

Panzer - Germans - The Panzer is a Tank with a +1 movement rate.
(16-8-3) The great drawback of normal tanks (as compared
with cavalry) is the lessened movement. The
Panzer fixes this (at least for the Germans).
This unit is ideally suited for the same purpose
as its historical equivalent, go in there and
Blitz the enemy. Slip AROUND the enemy strongholds
at the border to the soft interior. Pick off
the weaker cities, workers; then destroy their
road network.

F-15 - American - Like a Jet Fighter, but with +2 to bombard, and
(8-4-1/6) the "precision" bombing feature (doesn't work
(4b 2r) unless you have the patch). Also, building an
F-15 may trigger a Golden Age for the Americans.

As for its bombard ability, it also gets a +1 to
its rate of fire, giving it essentially an extra
bombard attack.


-------------------------------------------------------------------------------
2.1 Civ-Specific Strategies:
-------------------------------------------------------------------------------

Babylon, the Cultural Warriors

Babylon is the only Civ that gets both Religious and Scientific. Why is
this significant? Because those 2 bonuses each make buildings cheaper to
build. Religious and Scientific buildings all create culture... in other
words, Babylon will be the center of the world's culture!

So, instead of going to war with someone, go build a city by their empire,
and quickly build in a Temple, Library, University, Cathedral. With a high
culture rating empire-wide, you should quite easily start to siphon off
their cities.

Also consider reversing the order and go: Library, Temple, University,
Cathedral. With Library first, your Culture rating will be higher. And
after 1000 years, when culture rates for buildings double, your libraries
will be producing 6 culture, while temples would only be at 4.


-------------------------------------------------------------------------------
3. Building an Empire
-------------------------------------------------------------------------------

The Ancient Era:

Decision 1: Where to build your capitol?

Answer 1: Where you start. No matter what resources are just a few too
many squares away, it isn't worth the time to move out and build
your capitol late. Even moving out just ONE square puts your
empire behind everyone else, and with a smart enemy AI against
you, you'll need every turn to your advantage.

Of course, if you're started in a COMPLETELY terrible area
(such as a Tundra), you may just want to quit and start over.
(CTRL-SHIFT-Q)

Decision 1B: Should I set my Worker to Automatic?

Answer 1B: No, unless you really don't like doing it yourself. Automation
is all well and good, but doesn't offer the control of doing it
yourself.

There are some very useful Automation commands you can give:

A - Automate Worker, he'll work on what the CPU wants
SHIFT+A - Automate Worker; Worker won't alter pre-existing
improvements (so he won't irrigate your mined
grasslands).
SHIFT+I - Automate Worker at THIS city, only. The Worker will
stay with the nearby city and improve it.
SHIFT+P - Automate Worker; Worker will automatically clean up
POLLUTION. This is the single most useful automation
in the game. Once you start getting pollution, set
at least SIX (more if you have a larger empire)
workers to pollution control. I doubt that you'll
get 6 pollutions appearing in a turn, however, the
workers can gang up on a single pollution and get
rid of it much quicker.

Note: If there is no pollution around, this command
won't work. If an already automated settler's
turn comes up and there is no more pollution,
the automation ends.

SHIFT+F - Automate Worker; Worker will ONLY clear forests.
Not sure about the value of this one.
SHIFT+J - Automate Worker; Worker will ONLY clear jungles.
Better than forests, as jungles take more time and
more workers.

Once you have your capitol built, you must decide what to do next. This
depends on who you are playing:

Expansionist - Send out your Scout to explore the area. Build one warrior
to defend your empire (Spearmen if you have them), then next
build a Settler to found new cities.

Scientific - Build 2 warriors for exploration, then one Spearman for
defense.

Everyone Else - Build several Warriors, 2 to explore and one to defend your
city. (Or a Spearman if you can)

Note: I only recommend ONE warrior for city defense at the beginning for
several reasons. First, your only enemy at the moment is the
Barbarian tribes. Barbarians are weak, and probably will lose to
your warrior. Even then I've never had Barbarians attack my capitol.
Second, you don't want warriors for defense, you want them only to
explore (and if you have Scouts, you don't want them at all).
Essentially the defending Warrior is a placeholder unit, staying
home until a Spearman is ready, that is, until Bronze Working is
researched.

Tip: Make sure that your cities are defended by your 2 best defensive
units at ALL times.

So, my capitol build queue will often look like this:

Warrior
Warrior
Warrior
Settler
Spearman
Temple
Settler

Basically you want to be building a Settler WHENEVER you have 3 or more
population points. If you have good FOOD (Grain or Cows) in your city, then
you might want to build more settlers.

Decision 2: What should your Worker be doing? Irrigation, Roads or Mines?

Answer 2: Mines and Roads, don't irrigate. This is a general rule, here
are some specifics (and some reasoning).

Grassland (minerals, or without) - Mine with Road
Plains - Irrigate with Road
Desert - Irrigate with Road
Hills, Mountains - Mine with Road
Tundra - Plant Forest (not available until Engineering)

Why? While under a despotism, no piece of land can produce more
than 2 food. Grassland start with 2 food, so irrigation has no
benefit. However, if you add a MINE to the land, then it
produces +1 production. Also, due to population limits (your
city won't grow past 6 until Aqueducts, or a River; nor past
12 without a Hospital) your cities don't need the extra food at
ALL. So, mine those grasses!

There is, of course, an exception. Cities that don't have much
food (either because they're in a desert, tundra, or too close
to the mountains) need irrigations to keep them going.

Also, cities that have many High Production squares (i.e. a
mountain square with Gems or Gold) probably need irrigation on
their grasslands.

Tip: Mine all grasslands while despotism. Mine all grasslands with Minerals
until that city gets a Factory, then reduce production/pollution by
irrigating those mined areas.

ALTERNATIVELY, production produces pollution, but then so does
population. You could keep the extra production, thus limiting the size
of the city. Then wait until you can build Mass Transits to irrigate
the land to grow the city.

Generally I try to avoid building Hospitals until I am close to getting
Mass Transits. I don't much care for Global Warming.

Remember that population increases your Civ Score.

As soon as you get any cities built, have your Worker run a road out to
that city to keep a network of cities going. If possible, have the Worker
build the road out BEFORE you build the city. This isn't so important right
now at the beginning of the game, but becomes more so when you need access
to resources (such as Iron) to build specific units (such as Pikemen) in
that new city.

Your new city's Queue should be a little different:

Warrior (Spearman, if possible)
Settler
Worker
Warrior (Spearman)
Settler

Thus your second city is geared to Expand the Empire.

Once you get several cities, you can cut back growth a bit and have your
new cities work more on buildings than settlers...

Spearman
Settler
Worker
Temple
Spearman (switch with Temple if still in Despotism, or at war)

Decision 2B: Suppose I build nothing but Workers and Settlers to EXPAND THE
EMPIRE quickly?

Answer 2B: Always a popular strategy, building NOTHING but cities. There
are many good reasons to try this method.

1. There is only so much land, and many competitors.
2. Strategic Resources belong to whomever finds them and
takes them. The same is true for Luxuries. Your long
term success in Civ3 depends on getting these items, and
if you don't have to trade for them, you can sell them.
3. High populations = good scores.

There are several drawbacks as well:

1. Low defense. Your empire is now far flung with no
centralized military, or particularly strong city (in
terms of production, science, or well, anything).
Almost any Civ out there could attack you, and probably
win.
2. Slow tech advancement and low taxes.
3. No Culture! Ancient Culture adds up better than Modern
Culture because you have more time in the ancient world.
A temple built in 3000 BC will VERY soon have 4 culture,
where a temple built in 1000 AD will have 4 just before
the end of the game.

I don't really like the TOTAL EXPANSION method. I'll tend to
build a lot of cities faster than the CPU, but not to the
severity that I'm ignoring civil improvements (Libraries,
Temples, etc.) and Wonders.

Decision 3: What should you be researching?

Answer 3: Tough call, especially since all the Civs start with different
initial techs.

Consider this: You need to get the Special Resources (iron,
horses, etc.), so you may want to research with that in mind.
For example, take the Wheel first to find horses, then get
Iron Working to find iron. Once you spot the resource,
immediately send out a settler to claim that land for your
empire.

Tip: Someone else get to the resource first? Well, if they
didn't build on TOP of the resource, there is a way
to get it back non-violently. Send a settler to build
a city RIGHT NEXT TO the resource. Then engage in some
cultural warfare. Build the temple, library and any
other cultural building you can get.

When your city's Total Culture is greater than the
other Civ's city, your city gets the terrain square and
the special resource as well.

Remember, that this works in reverse as well, and that
the enemy Civ's could do the exact same thing to you.
Also, if the enemy city's culture ever exceeds yours
(say, they caught up by building a wonder), then they
take the resource back.

If you are a Scientific Civ, you need to get Literature so you
can start building your Cheap Libraries. (Check the Big Picture,
or the Science Adviser to plot a path to the appropriate tech
that you want. If you want to research Literature, but can't
get it right now, on the science adviser screen, click
Literature, and your Adviser will get all the techs needed to
get it)

Good Early Techs: The Wheel/Horseback Riding (to find horses)
Iron Working (to find Iron, and build armies)
Code of Laws (courthouse)
Literature (library, Great Library)
Monarchy (so much better than Despotism)

Remember that you CAN trade for techs that you don't have, as
well as gaining them through the Great Library (if you get it).

The Empire should now be set up mostly to manufacture Settlers to expand
its borders. Typically only the first few cities I build are required to
continually build settlers (and even then, they might only build 2 settlers
before switching to Cultural improvements). This is because once you get
enough cities, the empire can expand much more easily.

Here is a VERY basic run-through of what I'm talking about (assume that
I also build in military units):

City 1 -- > Settler City 1 -- > Settler City 1 -- > Temple
City 2 -- > Settler City 2 -- > Settler
City 3 -- > Settler
City 4 -- > Settler

...................................................................

City 1 -- > Settler City 1 -- > Wonder
City 2 -- > Temple City 2 -- > Settler
City 3 -- > Settler City 3 -- > Temple
City 4 -- > Settler City 4 -- > Temple
City 5 -- > Settler City 5 -- > Settler
City 6 -- > Settler etc...
City 7 -- > Settler

Follow this for a while and you'll expand VERY quickly. I generally stop
doing this once I get Literture, then I build libraries in my Core Cities
(the oldest ones). All frontier cities continue to build settlers to expand
the empire, of course.

Decision 4: When should I go to war with my annoying neighbors?

Answer 4: Rarely, and only when you can win. In general, the best time to
attack your enemies is when you have a superiority in some way.
What you need is one of the following:

Better Units - either through superior Tech, or Special Units
(such as the Persian Immortals, or the Roman
Legionnary)
More Units - Try to build a horde of horsemen. Not too
advanced, and will lose more often than not,
but, hey, you have enough forces to win in the
end.
A Clear Tactical Advantage - Such as a Civ from another
continent that built a few cities on your
continent. This way you can attack their cities
and they can't get reinforcements in to attack
you before their cities are taken.

This brings up another point, researching specific techs with
war in mind. For example, while playing as the Persians, the
first tech I got was Iron Working so that I could build
Immortals. In the Ancient Era, there is NO better unit than the
Immortals, in fact, they don't become obsolete until the Knight!
If you can get Iron Working by 3000 BC, that should give you
3000 years of military superiority. The same applies to all
Civs that have early Special Units, such as the Romans.

(For more information, check out the previous section,
"The Civs," or the later section, "War, What Is It Good For?")

Decision 5: When should I switch governments? (from Despotism to Monarchy,
or even straight to Republic)

Answer 5: If you're a Religious Civ then it truly doesn't matter when you
switch. Religious Civs switch governments near instantly.

Tip: Regardless, I always switch governments JUST BEFORE the
turn ends. This avoids any civil disorder on the
immediate turn, and lessens its effects overall.

If you're NOT religious, try to get to Monarchy quickly, but
don't go out of your way to research Monarchy at the expense of
other better Techs (Literature comes to mind). As soon as you
get a better government, you need to take stock of your empire
to decide if the time is right to switch.

When NOT to switch:

If you're within a few turns of producing a Wonder OR
If the enemy is only a few turns behind you in producing a
Wonder.

When you're at war. (you lose all production while in Anarchy)

If you're in a Land Rush battle with another Civ. Even a
lapse of a few turns could let the enemy get all the good
land.



The Middle Ages:

Decision 6: Should I go straight for Knights? Take over the world?

Answer 6: Yes. The single best tactical advantage in the game comes when
the first Civ discovers Chivalry. Even better is if you can get
Cavalry before other Civs get their first Knights!

The Industrial Age:

The Modern Era:



Convert all captured workers into population, then if you are a Despotism,
turn those workers into improvements by Force Labor.

Special Resources CAN be depleted, but this is a random effect, not caused
by overuse. Example, I had 2 sources of Iron, one I had had for many years,
one just added to the road network. Well, the one I just barely got
disappeared within a few turns, while the other Iron stayed with me until
the end. (Conversely, Special Resources can APPEAR as well, but this is FAR
less likely)

Captured Cities can REVERT back to their original owner, based on the rules
of Cultural Conquest. Thus if you capture a city under Despotism, you may
want to Force Labor the citizens to death. If you do this to clean out the
population (down to 1), then let it grow again (such that the new citizen
is from YOUR nation's culture), Force Labor one last time to get rid of the
foreigner. This is less likely in the later patches.


-------------------------------------------------------------------------------
4. Culture
-------------------------------------------------------------------------------

The base values used to determine the chance of city flipping are as follows:
a) The number of foreign nationals in the city in question (resisters are
counted twice), and b) The number of the 21-tile city-radius squares of the
city in question that fall inside your cultural borders.


-------------------------------------------------------------------------------
5. Diplomacy
-------------------------------------------------------------------------------

You can trade for pretty much anything in Civ III, trouble is, is the trade
worth it to you? Remember these few concepts:

1. Nothing is free, everything has a cost.
2. Every diplomatic move should be based on something more, don't trade on
a whim. (the CPU doesn't)
3. Consider the value of what you have, don't sell it for less than it is
worth.

Let's start at the beginning. NOTHING IS FREE AND EVERYTHING HAS A COST.
This just means that there is no free ride here, you won't get everything
you want. Consider this, you want Rome's World Map, but don't want them to
have yours (a sensible precaution, see the section on "War, What is it Good
For?"). You might think it worthwhile to give them a mere 50 gold, while they
want 3 of your better techs.

Note: You can't trade techs that they can't currently research. In other
words, if you are in the Modern Era, and they're still mired in the
middle ages, you can't give them Fission.

Also, even if you do get a great deal, there may be political costs involved.
Suppose you blackmail England into giving you one of their cities. ("Give
me 'New London' or else!") They may give in to your demand and hand over the
city, but their attitude towards you will shift. They'll be more likely to
attack you in the future, and less likely to help you.

Only engage in diplomacy when you need to; EVERY DIPLOMATIC MOVE SHOULD BE
BASED ON SOMETHING MORE, DON'T TRADE ON A WHIM. (THE CPU DOESN'T). This just
means that you should avoid "trolling" for a deal. Only trade away your
extra spice, for example, when you need to get something, say, their newly
updated World Map. Also consider the consequences of what you are trading.
If the CPU feels that you are getting a way too good deal (even if they
accept it) there are negative political consequences, namely that they don't
like you as much.

Note: Unconfirmed, but when I create a large number of deals, I seem to
get a negative reputation as a "crafty" ruler. As near as I can tell
this makes other Civs start their trading sessions by offering me
worse deals than usual.

Tech Trading:

The Value of tech, if you choose to buy or sell it, depends upon how many
other Civs have that tech. For example, if you are selling Music Theory to
the ONLY Civ that doesn't have it, they won't pay much for it. However, if
you are the FIRST Civ to get Music Theory, and decide to sell it, you'll
get much more for it.

So, if you are going to sell your techs, try to sell first to the richest
Civ out there. If you need an idea of what the tech is worth, ask them what
they are willing to deal for it (by first placing the tech in your side of
the deal, then asking what they're willing to pay for it). Once that is
done, then try increasing the deal. So long as they are willing to buy it,
the deal is good.

Tip: Selling your excess techs is a neat alternative to having a tax
rate. Consider, if you set your Science to 100%, you make no money,
right? However, you should be creating new techs faster than the
other Civs. So, sell out your excess techs for cash. Then use that
cash to create new techs. Repeat.

Remember that you can't research tech faster than 4 turns per tech.
Try lowering the science rate, if you want. You may find that your
science researches no faster at 100% than 40%. (see the "Science"
section below for more details)

Also, try to sell your techs to ALL the Civs out there (unless you
plan to go to war with them, or think they might attack you),
starting with the richest and going to the poorest.

Resource Selling:

On my last game, my major strategy was to acquire more Strategic
Resources than the other players. Specifically, I got a near total
monopoly in Horses, and had at least 2 of every other resource. This
allowed me to sell these resources at VERY favorable rates, especially
when the other Civs started wanting to build Cavalry. They needed my
Cavalry, and I wanted their money. I managed to get 20-40 gold per turn
from 4 different Civs.

War Note: Civs that can't afford to pay their debts every turn may
declare war on you as an alternative to bankruptcy. Odd,
but true.



-------------------------------------------------------------------------------
6. Dealing with Corruption
-------------------------------------------------------------------------------

There are a surprising few ways to deal with Massive Corruption that occurs
in Huge maps (or even large empires on the smaller maps).

Each map size has an "Optimal City Number." Once you build more cities than
that number, you get more corruption in EVERY city.

Tiny 12
Small 14
Standard 16
Large 24
Huge 32

That isn't to say you shouldn't build more cities than the "optimal," just
that you'll have to deal with the consequences.

Difficulty level also influences corruption. Under the easy options, more
cities can be at "optimal," under the harder options, fewer.

Chieftan 100%
Warlord 95%
Regent 90%
Monarch 85%
Emperor 80%
Deity 70%

So, logically, a Deity Huge map would have only 22 optimal cities (32 * .7).

Reducing Corruption Tactics
---------------------------

1. Courthouses in EVERY city. Generally I build Courthouses immediately
after Libraries. UNLESS that city has 95% corruption (i.e. you can SEE
only 1 production shield, and 20 red corrupted shields), then I build
them much sooner.

2. Roads. Cities hooked up to the roads have less corruption.

3. Government. Democracy is best. Don't even TRY Communism. Although it
"shares" corruption, this rarely is helpful, usually just pulling your
good cities down to the level of your bad cities.

4. We Love the King Day! Happy people are productive people, so do what it
takes to make everyone happy. Raise the Luxury Rate, find new Luxury
Goods, or purchase Luxuries from other Empires.

Tip: There are ways to STEAL luxuries and resources from other Civs.
This ONLY works if their city is relatively new. Their culture
can't have expanded out more than once (to the 2 square radius).
Build a city RIGHT NEXT TO their city, as close as possible to
the resource. Rush-build cultural buildings until your culture
overwhelms the enemy's and you gain the resource.

. . . . Empty land
. X R X Enemy City
. . . R Resource

. . . . . . Empty land
. X R Y . X Enemy City
. . . . . R Resource
Y Your new city

This is a similar idea to the "Culture Bomb."

Remember, Marketplaces and Banks each increase the Luxury rate in that
city by 50% (just as they do with Taxes).

To get a "We Love the King Day" your city needs at least 6 people in it,
and they must all be HAPPY people.

5. Palace position. The closer a city is to your palace, the less
corruption it experiences. Thus, if your palace is on the FAR SIDE of
the empire, you should consider moving it. However, you might want to
think about where to place your Forbidden Palace...

6. The Forbidden Palace works just like a Palace, reducing corruption to all
the cities that surround it.

What I like to do with the Forbidden Palace is to build it near my
original Palace. Find the center of your core cities, and build your
Forbidden Palace there. This may be wasteful for your cities on the
frontier, and you might think it more efficient to build the Forbidden
Palace there. But I wouldn't. I'd move the ACTUAL Palace out to the
CENTER of the Frontier. This way all your cities are close to a Palace
of some kind. And better still, should your empire expand further, you
could still move the Palace outwards so your new cities could get the
benefit.

Tip: A Leader can build the Palace instantly. If you don't NEED to
use a Leader to build an Army (and you should only do THAT once),
or hurry a Wonder (you should only do that if another Civ is
close to beating you to the punch), then save that Leader and
start considering sites to build the Palace.

p x x x x x x Your Cities
p City with Palace
x x x x x x x

x x x x x x


p x x x x x x Your Cities
p City with Palace
x f f x x x x f Possible site for Forbidden Palace

x x x x x x


x x x x x x x Your Cities
p Possible site for Palace
x f f x p p x f Possible site for Forbidden Palace

x x x x x x


7. (Patched games only) Police Stations also reduce corruption, just like
courthouses.


-------------------------------------------------------------------------------
7. Science
-------------------------------------------------------------------------------

Early in the game you want as much science as possible. In fact, the first
thing you do when you play the game is set the science rate as high as
possible. I usually set it as high as I can while still making some money.
Later when I have money I set it higher to get tech faster.

The fastest you'll ever gain a tech is in 4 turns. The slowest is 40 turns
(pre-patch is 32). Therefore if you learn nothing else from this guide, learn
this: Don't always assume that a high Science Rate will get you the best
results. Sometimes as low as 20% science will still get you the tech you want
just as fast as 100%.

Tip: Whenever your next advance gets to 1 or 2 turns left, go to the
Domestic Adviser and play with the tax/science rate. Try to raise
taxes / lower science and see if the advance goes further out. If it
is still 1 or 2 turns away (i.e. it hasn't changed), then keep the
new tax rate. This way you'll get more money and won't lose any
science.

Bear in mind that you don't have to research for tech yourself, you could
just buy it from other Civs. Once you have the new tech, you could then turn
around and sell it to all the other Civs in the world. You may not be able
to make a profit on this, however, as the price people are willing to pay
is reduced when more people know the tech. I suppose everyone likes
"exclusive rights."

Tip: If you're REALLY low on money, but still need to keep up in Science,
you could do BURSTS of taxes. Temporarily set the Tax Rate to 100%.
Rake in the money for a turn, then turn Taxes down as much as you can
bear. Don't worry about losing money, so long as you can afford to
get the next advance.

Remember to follow the above Tip as well. When the advance gets to
2 or 1 turns remaining, check to see if you can recover some taxes
from the science rate.


-------------------------------------------------------------------------------
8. Wonders of the World
-------------------------------------------------------------------------------

I have attempted to rate (and explain) the wonders, and then sorted them
according to when they should appear in your game (i.e. ancient wonders are
listed first, modern ones last). The rating of wonders goes from A (the
best) to F (the worst). It is pointless to rate Small Wonders in this manner
since there is no competition to build them. Once you are able, you can build
them whenever and wherever you want.

Rating takes into account several things: Usefulness of Wonder, Length of
Usefulness, Cost to Build and Culture Rating.

Wonders are destroyed only if their city is RAZED to the ground.

Beneath the wonder I list a few quick stats, the cost to build, the base
culture score (remember that culture increases over time), the requirement(s)
needed to build and the tech that makes the wonder obsolete.

Note: There is no way to increase the speed of construction on a wonder,
besides increasing the production rate of the city. You don't get
the shields back when you disband a unit, and cutting down a forest
won't get you the 10 extra shields either.

Leaders can instantly finish wonders for you.

Tip: Keep in mind that you cannot switch production from a City
Improvement to a Wonder, but you CAN switch from one wonder to
another. Also, you can switch production from the Palace to a Wonder.
So, if you have no wonders to build, currently, but know that a good
wonder is just around the bend, have one of your cities (not your
capitol, for obvious reasons) start on the Palace. When you get the
new Tech and can build the new Wonder, switch production.

Tip: In addition to the above strategy, I'd also do this: When you are
building a less-than-stellar wonder, and a better one comes along,
switch production to the better wonder. Why build a Lighthouse, when
you can build Copernicus?

Here are the ratings:

A - Don't miss this wonder!
B - Try not to miss this, but don't worry if you do.
C - Get it if you have nothing better to do.
D - Get ONLY if you're bored.
F - Probably should skip this one.

Large Wonders:
--------------

ANCIENT

The Colossus - B - Produces one extra COMMERCE in all squares that produce
COMMERCE. Thus, a size 6 city with a Colossus would
Cost: 200 theoretically produce 7 more commerce than before. A
Culture: 3 size 12 would produce 13 more, etc. This effect is nice
Req: Bronze Wrk by itself, especially at the beginning of the game when
Obs: Flight you need bonuses to research. Combine it with Libraries,
Marketplaces and so forth and the bonuses start to add
up.

To really get the effects from it, you need to wait and
build Copernicus and Newton in the same city. With a
library and a University the bonus becomes incredible.
By my inexpert calculations you can get over 100 extra
science points by having the Colossus in this situation.

Colossus is rated a B because its effects span the
better portion of 3 ages. Downsides are that it effects
one city, and it's difficult to build wonders at the
start of the game.

Usefulness: C
Length: A
Cost: B
Culture: C

Great Library - A - Do NOT pass this one up, whatever you do. If you
never even use it, simply keeping it out of the hands of
Cost: 400 your rivals is reason enough. Any tech that is known to
Culture: 6 any 2 other Civs is automatically given to the owner
Req: Lit. of the Great Library.
Obs: Education
This also brings up the Lazy Library strategy to getting
new Tech. Once you have the Library, it works for a
good long time, getting you all the techs in the world.
So, just sit back, relax and wait for Techs to come to
you. This is where the Lazy Library part comes in...
drop your research rate to nothing and let the other
Civs do your research for you. You won't get the
latest and greatest techs, but you will eventually
get them.

The Great Library's Usefulness makes up for its other
deficiencies, such as its high cost and fairly short
duration.

Usefulness: A
Length: C
Cost: C
Culture: A

Pyramids - B - The Pyramids are a decent wonder, made better by the
fact that they never go obsolete. For every city on the
Cost: 400 same continent as the Pyramids, it gives them a free
Culture: 4 Granary. Granaries work to double the population growth
Req: Masonry by halving the food requirements for the city to grow.
Obs: Never Getting free Granaries in every city is quite the
bonus as Granaries have a cost of 60 shields and a
maintenance of 1. So, with a one time cost of 400
shields, you save every future city 60 shields and your
empire 1 gold. The Pyramids "pay for themselves" after
only 7 cities.

That said, if you miss building the Pyramids, it's a
bummer, but isn't the end of the world.

Usefulness: B
Length: A
Cost: C
Culture: B

Great Lighthouse - D - The Great Lighthouse is not terribly useful,
especially on Pangaea and Continent maps. However, on
Cost: 400 Archipeligo and other island intensive maps, up its
Culture: 2 grade to a C. The Lighthouse allows your ships to
Req: Map Making leave the coast and enter the "sea" squares. You still
Obs: Magnet. can't safely travel on the "ocean" squares, however.
Also has the bonus effect of +1 movement for your ships.

Why do I think the Lighthouse is an F? First there is
the high cost to build. Instead of wasting time building
the lighthouse, you could be building more settlings,
armies, workers, etc. Its two main powers go from
useless to next to useless (unless you are on an island
intensive map); gaining access to sea squares
essentially only lets your ships go out one extra
square from land. The extra naval movement is nice, but
hardly necessary.

Usefulness: D
Length: C
Cost: C
Culture: D

Great Wall - C - The Great Wall has 2 major effects, it doubles your
combat strength versus barbarians (it doesn't specify
Cost: 200 whether you gain this bonus to offense, defense or
Culture: 2 both) and also doubles the effect of city walls. Since
Req: Constr. city walls vanish when your cities grow above 6
Obs: Metallurgy population points, that isn't as useful as it appears.
As for its primary power, that against barbarians,
that too isn't too useful since barbarians die pretty
easily as it is.

Usefulness: C
Length: C
Cost: B
Culture: D

Hanging Gardens - B - The Hanging Gardens is a neat wonder, and are even
better the harder your difficulty level is. The Gardens
Cost: 300 make 3 unhappy people content in the city that built it,
Culture: 4 as well as 1 unhappy person per city in the rest of your
Req: Pottery empire.
Obs: Steam P.
Consider the alternative to making unhappy people into
contented people, raising the "luxury" rate to 10-20%,
and you can easily see why this Wonder is useful.

Usefulness: B
Length: B
Cost: B
Culture: B

Oracle - C - The Oracle doubles the effect of your temples, allowing
them to make 2 citizens content, rather than the usual
Cost: 300 one.
Culture: 4
Req: Mysticism The trouble with the Oracle is that it works just like
Obs: Theology the Hanging Gardens, but just a little worse. For
starters, it only works if your cities already have a
temple, the Gardens work on any city. Although the
cost and culture are about the same, the Oracle has a
shorter length of time as it is tied to Theology,
which you get an entire Age earlier.

Usefulness: B
Length: D
Cost: B
Culture: B

MEDIEVAL

Adam Smith's Trade Co. - C - Not nearly as useful as its Civ II version,
this Adam Smith's only pays for city improvements that
Cost: 600 deal with trade: Marketplace, Bank and Harbor. In a
Culture: 3 city that has all three that is a bonus of 3 gold,
Req: Economics otherwise it is just a bonus of 2 gold per city per
Obs: Never turn.

The economics of this unit are OK, but they do add up
rapidly. Even in a modest empire of 10 cities, that is
20 gold saved per turn. This wonder never expires
either, which is nice. If it didn't come late in the
middle ages, it would be a really useful wonder.

Usefulness: B
Length: B
Cost: D
Culture: C

Copernicus Observatory - A - Research is king in Civ III, and wonders that
increase research are wonderful. Copernicus has the same
Cost: 400 effect as another later wonder, Newton's University, but
Culture: 4 since it comes sooner it is rated higher. Copernicus
Req: Astronomy doubles the science rate in one city, preferably the
Obs: Never city that has the Colossus for a double bonus. Then
later add the Newton's University to this city for a
very good bonus, indeed. Also, don't skimp out on
Libraries and Universities just to build Wonders, or
you're science rate won't be what it could be.

Usefulness: A
Length: B
Cost: B
Culture: B

JS Bach's Cathedral - B - JS Bach makes war within a Democracy possible.
JS Bach makes 2 unhappy citizens in every one of your
Cost: 600 cities on the continent content. In other words, it
Culture: 6 works like the Hanging Gardens x2. As mentioned above
Req: Music Th. its effect is most appreciated during War Weariness
Obs: Never when your normally happy people are upset with your
prolonged military campaigns.

Bach has 2 main drawbacks: 1, it only works on one
continent, so if you are on islands it won't work so
well; and 2, it only makes unhappy people content. If
you don't have any unhappy people, it won't do anything.
(Think Regent difficulty and lower, their happiness is
greater than in the more difficult levels) Bach is much
more useful in Monarch or higher, but it is still useful
in all levels.

Usefulness: B
Length: B
Cost: C
Culture: A

Leonardo's Workshop - F - Don't get this one, unless you have a city with
high production and nothing else to build. Or you just
Cost: 600 NEED to have all the wonders. In Civ II Leonardo was a
Culture: 2 must-have, in Civ III, avoid it. What it does now is
Req: Invention to reduce the cost to Upgrade units in barracks.
Obs: Never However, it is usually better to disband old units and
build new units elsewhere. Add to that a high cost,
low culture and a middling length and you get one crappy
wonder.

Usefulness: F
Length: C
Cost: C
Culture: D

Magellan's Great Voyage - C - Magellan is certainly better than the
lighthouse, if only because it will last until the end
Cost: 400 of the game, however, only build it if you have no
Culture: 3 better wonders to build.
Req: Magnetism
Obs: Never Usefulness: C
Length: C
Cost: B
Culture: C

Newton's University - B - The same arguments apply here as they did to
Copernicus: Science is King! The Newton's University
Cost: 400 gets some demerits for coming later than Copernicus,
Culture: 6 even though they are essentially the same wonder.
Req: Gravity
Obs: Never That said, if you can only build ONE of the 2, build
Newton. Why? Better Culture.

Usefulness: A
Length: C
Cost: B
Culture: A

Shakespeare's Theater - D - Shakespeare's primary effect, making 8 unhappy
people into content people is next to useless. No one
Cost: 400 city needs that type of contentment, and if one does,
Culture: 8 then the rest of your empire is likely falling apart!
Req: F Artistry That said, it does produce the BEST culture bonus in
Obs: Never the game, and if culture is your strategy to victory,
you may want this one anyway.

One interesting sidenote, I usually get the tech Free
Artistry AFTER going to the Industrial Age, which means
that I have much higher production than normal and can
produce Shakespeare at a record pace.

Usefulness: F
Length: C
Cost: B
Culture: A

Sun Tzu's Art of War - B - Or as it is more popularly known, "A Barracks in
Every City." And unlike in Civ II, this Sun Tzu never
Cost: 600 goes out of style. This is a Must Have for any
Culture: 2 militaristic Civ, or anyone who wants to save ONE gold
Req: Feudalism for every city with a barracks. And hey, having one less
Obs: Never thing to build means that you can build more things
quicker! That's 40 production shields that can go to
building that temple.

The major downside is that it only gives free barracks
to cities on the same continent. If you are on a world
with many islands, this wonder isn't so useful.

Usefulness: A (C if you're on Islands)
Length: C
Cost: C
Culture: C

INDUSTRIAL

Hoover Dam - B - The Hoover Dam gives every one of your cities on the
continent a FREE Hydro Plant (240 production shields, 3
Cost: 800 gold maintenance). As you can see by the stats of the
Culture: 2 Hydro Plant, this is quite the good wonder. Consider
Req: Electronic this, Hydro Plants produce NO pollution, but can only
Obs: Never be built in cities with access to a river. But with the
Hoover Dam, ALL your cities on the continent get a Hydro
Plant, not just ones with rivers.

It takes only THREE cities getting this effect to make
it cost-effective.

Usefulness: A
Length: C
Cost: A (steep cost to build, but actually saves
production and money)
Culture: C

United Nations - C - Without the United Nations in hand, the Diplomatic
Victory condition will never be reached. Get it if you
Cost: 1000 want to win that way (or just to prevent the CPU from
Culture: 2 doing the same).
Req: Fission
Obs: Never Usefulness: B
Length: C
Cost: D
Culture: C

Theory of Evolution - B - This was an "A" wonder back in Civ II but saw its
effects diminished in Civ III. It still gives out 2
Cost: 600 free techs, but this time these are "Optional" techs.
Culture: 3 By optional I mean the techs that are not required to
Req: Scientific advance from one age to the next. These are:
Theory
Obs: n/a Ancient: Horesback Riding
Literature
Monarchy
Republic
Medieval: Chivalry
Democracy
Economics
Free Artistry
Military Tradition
Music Theory
Navigation
Printing Press
Industrial: Advanced Flight
Amphibious Warfare
Communism
Espionage
Nationalism
Sanitation

Still, free tech is free tech... two less things you
have to research yourself.

Usefulness: B
Length: n/a (it's an instant effect)
Cost: B
Culture: C

Universal Suffrage - B - The only Wonder that deals with War Weariness
head-on. Combine this with Police Stations in every
Cost: 800 city and you get some nice reductions on War Weariness.
Culture: 4 This wonder is what makes war BEARABLE in Democracy.
Req: Industr. Without it, I wouldn't even attack anyone. (Although
Obs: Never you COULD just manipulate events until the enemy Civ
declared war on YOU... that doesn't create War
Weariness)

That said, if you aren't a democracy this isn't as
critical... Even a Republic could go without it. It has
War Weariness but nowhere near as much as a Democracy.
And the other three governments don't even HAVE War
Weariness.

Usefulness: A
Length: C
Cost: C
Culture: B

MODERN

Cure for Cancer - C - Makes one unhappy citizen in each city content.
Similar effect to JS Bach, but counts for EVERY city,
Cost: 1000 not just the ones on the same continent. The 2 wonders
Culture: 3 do stack (3 total unhappy to content), so if you already
Req: Genetics have JS Bach, then rate this a "B". Also, if you have
Obs: Never cities on many islands rate this a "B".

However, at the time you get this, your cities should be
fairly stable making this wonder a nice addition, but
hardly necessary.

Usefulness: C
Length: D
Cost: D
Culture: C

Longevity - F - Another that falls under the too-late category. If you
could do this back in the middle ages, or even the
Cost: 1000 industrial ages this would work. However, getting it in
Culture: 3 the MODERN era makes it useless. Why? By that point the
Req: Genetics entire world should be populated, even on a Huge map.
Obs: Never If the world is populated completely, the last thing you
need is doubled population growth.

Get this one only if you want the +3 culture.

Usefulness: F
Length: D
Cost: D
Culture: C

SETI Program - D - Back in Civ II this was another "A" wonder, now it's
just a "D". SETI now just doubles scientific research
Cost: 1000 in a city. This is all well and good, but it comes so
Culture: 3 late in the game that most of the research is already
Req: Computers DONE. What's even left? Besides, by this point in the
Obs: Never game your research rate might be maxing out at 50% (or
even 40-30 or 20%), that is, having research set at 50%
produces tech at the same rate as 100%. At best SETI
will allow you to raise the tax rate.

For best effect, put SETI in the same city as Copernicus
and Newton.

Usefulness: C
Length: F
Cost: D
Culture: C

Manhattan Project - F - Avoid nuclear missiles, they're nothing but
trouble. Any nuclear strike will probably mess up the
Cost: 800 planet forever (global warming) and certainly won't
Culture: 2 win you any friends. Also, when this wonder is built,
Req: Fission EVERYONE gets access to nuclear weapons... if they have
Obs: Never the tech for it. So, try to let this one go... the CPU
may build it later, but you'll get access to its effects
too, no reason to build this one.

Usefulness: F
Length: F
Cost: C
Culture: D

Small Wonders:
--------------

ANCIENT

Forbidden Palace - A - The most major force in corruption-reduction is your
Palace, and the Forbidden Palace mirrors that nicely.
Cost: 300 The idea is to divide your empire in 2 halves. In the
Culture: 2 center of one half, place the Palace, in the center of
Req: Special the other place the Forbidden Palace. Thus, corruption
Obs: Never is kept as low as possible.

You get the option to build the Forbidden Palace based
on the number of cities you have, and the type of map
you are on. The larger the map, the more cities it takes
before you can build it.

Placing the Forbidden Palace for BEST effect is a bit
of a trick. You may want to wait until your empire is
finished expanding. Or at least until you know where
your expansion will finish.

Tip: Still expanding the empire and want to wait
until you KNOW where to place the Forbidden
Palace? Try this: Near where your Palace is,
in the middle of the most cities, build the
Forbidden Palace. Then later in the game when
you want, build the Palace out in another
place in the empire. If you need to, you can
always move the Palace later, but you can't
move the Forbidden Palace once placed.

Usefulness: A
Length: A
Cost: B
Culture: D

Heroic Epic - B - The Heroic Epic can be built only AFTER you have had a
Victorious Army in the field. Remember that an army is
Cost: 200 built after you get a Great Leader, send it to a city,
Culture: 4 and then add units to it.
Req: Special
Obs: Never The Heroic Epic's primary purpose, increasing the odds
of Great Leaders appearing is good (better if you are
already a Militaristic Civ), but its best benefit is
the culture benefit. It starts out as a modest 4
culture, but since you build it so early its culture
will double out to 8, the same culture as the
Shakespeare's Theater. (which likely won't double in ITS
culture rating)

Getting more Leaders is wonderful (heh) as it allows you
to instantly build any Wonder you want. In fact, after
you use your first Leader to build an army to build
the Heroic Epic, all future Leaders should Hurry
Wonders. (You can produce more armies later when you get
the Military Academy)

Usefulness: C (B if you are militaristic)
Length: A
Cost: A
Culture: A

MEDIEVAL

Military Academy - B - Allows the construction of armies (which cost 400
shields to produce). Armies, while not invinceable, are
Cost: 400 still incredibly useful. You won't win every battle with
Culture: 1 an army (although I've never lost one), but they are
Req: Mil. Trad. still very strong. In fact, the CPU AI doesn't like to
Special attack a full-strength (or even half-strength) armies,
Obs: Never even if they could win. This allows you to move in
all sorts of other units with your Armies, and they'll
all be perfectly safe.

Like the Heroic Epic, the Military Academy requires that
you have had a Victorious Army (and the Military
Tradition tech).

Usefulness: B
Length: B
Cost: B
Culture: F

Wall Street - A - Gives a 5% interest return on your treasury. This
interest caps out at a max return of 50 gold per turn,
Cost: 400 which you would get with an treasury of 1000 gold.
Culture: 2 Essentially for every 20 gold you have in your inventory
Req: 5 Banks you make another 1 gold in interest.
Obs: Never
The requirement here is that you must have 5 banks built
in your empire.

Usefulness: A
Length: B
Cost: B
Culture: D

INDUSTRIAL

Battlefield Medicine - C - A nice little wonder (hence it being a Small
Wonder) that allows your units to Heal while still in
Cost: 500 a foreign culture area. Useful, but not necessary.
Culture: 1
Req: 5 Hosp. Usefulness: C
Obs: Never Length: C
Cost: C
Culture: F

Intelligence Agency - B - The Intelligence Agency allows you to open
up some Espionage on your enemies (and your friends).
Cost: 400 Once built, you need to plant a spy in the enemy
Culture: 1 capitol, which you do by double-clicking the Agency
Req: Espionage icon attached to the city that built it. (Much the same
Obs: Never way your Embassy Icon is attached to your Capitol)
Not sure what affects the success of whether your spy
gets planted, but it might deal with how suspicious the
other Civ is of you. The better their mood is towards
you, the better success you should have.

Once inside, your Spy can pull off some missions:

Propaganda - same effect as an enemy city joining out
of awe for your culture, you get a free
enemy city.
Steal Plans - Shows you all the troops your enemy has,
check your Military Adviser
Sabotage - Have your spy go destroy an improvement
Disease - Have your spy disease the population of
a city, killing its people
Steal World Map
Expose Spy - Your spy goes on Counterintelligence and
searches your capitol for an enemy spy.

Negatives? Other Civs really hate it when you spy on
them and could declare war on you, or just plain hate
you forever.

Usefulness: B
Length: C
Cost: B
Culture: F

Iron Works - A - One of the best wonders, period. Better than most of the
"Great" wonders, in fact. The Iron Works DOUBLES the
Cost: 300 production in a city. Since any city that CAN build it
Culture: 2 (one with both Coal and Iron) would have high production
Req: Iron&Coal anyway, their production AFTERWORDS will be phenomenal.
Obs: Never And if built before Industrialization is discovered, the
pollution effects are far less.

The trick is, IF you can even build this one. Getting
Coal and Iron in the same city is tricky... because
you won't see Coal at ALL until you get Steam Power.
So, chances are, even if it is POSSIBLE to get a city
with both, you might end out splitting the resources
between 2 nearby cities without realizing it. But if you
do get it... wow!

Usefulness: A
Length: C
Cost: A
Culture: D

The Pentagon - C - Nice to have, but not necessary. The Pentagon allows
your armies to add an extra unit, bringing them up to
Cost: 400 4 units total. This gives your armies a maximum Hit
Culture: 1 Point of 20. Not many units out there could survive 20
Req: Special hit points of army attacking them. Give this one a "B"
Obs: Never if you're a militaristic Civ.

Similar to the other "army" wonders, the Pentagon
requires that you have 3 armies in the field. I would
recommend building the armies with the Military Academy
and NOT with Leaders. Only one leader should build an
army, the rest are for Wonders.

Usefulness: B
Length: C
Cost: B
Culture: F

MODERN

Apollo Program - C - Allows the Space Race victory condition. You can't
build spaceship parts without it. If that's your goal,
Cost: 400 then this gets an "A", otherwise it's a "C".
Culture: 2
Req: Space Fl. Usefulness: C
Obs: Never Length: D
Cost: A
Culture: D

Strategic Missile Defense - C - Only necessary if someone built the
Manhattan Project, but if it's necessary, then by all
Cost: 500 means build it before someone Nukes you. A 75% chance
Culture: 1 to survive a nuclear attack is better than your current
Req: Int. Def. 0% chance!
Special
Obs: Never In addition to the tech, Integrated Defense, you must
also have built 5 SAM batteries.

Usefulness: B
Length: D
Cost: B
Culture: F


-------------------------------------------------------------------------------
9. War, What is it Good For?
-------------------------------------------------------------------------------

War can now be declared at any time, by anyone. No more Civ2-style Senates
blocking your invasions.

Basic Concepts
--------------

Hit Points - Roughly the life force of the unit. Goes up as they unit
advances.

Conscript 2 HP
Regular 3 HP
Veteran 4 HP
Elite 5 HP

Advancements are given 2 ways:

Barracks (City creates Veteran units)

Winning a battle (Unit gets +1 status, such as going from
Conscript to Regular or from Veteran to Elite)

Great Leader - 1 in 16 times when an Elite unit wins a battle, a Great Leader
will appear. He can then go on to form an Army, or Hustle the
production of a city.

Army - Created by a Great Leader or built by the Military Academy.
Collection of 3 or 4 units. Each unit still attacks one by one,
however, the whole Army's hit points are joined together, so
none of the units die until the Army as a whole dies.

To get a Unit into an Army, send the Unit to the same Square as
the Army and press the "L" button on your Keyboard. This Loads
him into the army (same command as you would use to Load a unit
onto a Ship in port).

Warning: You CAN NEVER unload a unit from an Army!

Tip: Obsolete Armies' disband value is at 100 production
shields. A great way to boost production for cities
with high corruption.

(Patched games only) The Army can attack multiple times, so long
as it can still move. So, if the Army has Knights or Cavalry, it
can attack twice or three times a turn, respectively.

War Basics
----------

General Idea: Always have enough troops to win a war against any opponent.
Also, don't depend too much on having BETTER weapons than the
enemy; Number Count Too.

Specific Idea: Fortifying your borders is an aggressive move, but also a
necessary one. Fortify any border when that Civ is less than
Neutral to you. Definitely fortify if they become Furious at
you.

Fortifications prevent war.

Enemy Civs attack when they see weakness, and fortified
borders aren't weak.

General Idea: It is always better to have the enemy attack you first. There
is a vast difference in War Weariness if you didn't start the
conflict. That said, ALL long conflicts create war weariness.

Specific Idea: Back to Fortifying the Border idea. You don't want to
Declare War yourself, the War Weariness would kill your
fragile Democracy. Now, suppose that you want to be
attacked... what if you showed a weak, undefended city to
your rival. Just behind that spot, you stockpile a TON of
troops, just out of his visual range.

He attacks, you counter-attack, and war begins, but isn't
your fault in the least.

Prelude to war: If at all possible, try to get your enemy's map before you
declare war on them. Why? So you can seek and destroy their cities. The trick
is to get their map without giving them anything of value. You don't want to
give them YOUR map, for example, or they might flank your entire empire and
sack your weakest cities (which is what you want to be doing, by the way).
Usually the best thing to trade out is GOLD to get their TERRITORY MAP (world
map is nicer, but is usually more than twice as difficult to get). If you're
attacking soon, trade on a PER TURN basis... if you declare war, the payments
stop!

Tip: Can't get their map? Try finding another Civ that is willing to give
you their WORLD MAP. Very often you will get your enemy's map with
it.

I can't state this enough... DON'T TRADE OUT YOUR OWN MAP! Ever! It's
bad tactically in the beginning of the game as it reveals your
weaknesses, and it's bad late in the game as it shows other Civs
where they can build cities (usually in the small "culture holes"
between YOUR cities).

War amounts to finding an advantage, exploiting it, then forcing a settlement
in your favor. Well, that's the basic idea, anyway, pulling it off is a
trifle more difficult than that.

First you find an advantage. This is the trickiest part. What I mean by an
advantage is any possible way for you to defeat your enemy. This could be
superior units, good positions, or just good tactics. For example, while
playing the Romans, I used their special unit, the Legionnary, to great
effect in my war on the English. I started that war when I realized that I
had a far superior unit to anything that they could throw at me. Using
nothing but Legions I devastated the English to the point that the CPU had to
restart them elsewhere on the map. Another way to get the advantage on the
enemy is to get into a good position, then attack. A quick example would be
to find a large enemy city, fortify a defensive unit up on a nearby mountain
(for defense) and with offensive units attack. If you can take (or destroy) a
large city, you have damaged them far more than if you pick off a few of
their outlaying cities. Finally there is good tactics. For one thing, the
frontline of the war should ALWAYS be near their cities, not yours. If the
fighting is close to your empire you will start to lose cities. You can't
always help this, especially if you didn't start the war.

Once you've found your advantage, time to exploit it. If you have a superior
unit and can crush their cities easily, don't stop. Keep going until your
advantage disappears, or your enemy does.

Tip: Can't defeat any enemy units? Try pillaging their landscape. It's
quick, easy and effective. I always aim at their roadways first. Why?
You can't use enemy roads (those within the culture area of an enemy
Civ), and they can, which allows them to move forces at yours
quicker. Of course, destroying their mines and farmlands also weakens
their cities. Horsemen (and by extension, Knights and Cavalry) are
great at this as their extra movement allows them to move to a square
then pillage.

Keep throwing units at the enemy until they are defeated.

Note: So, what are you going to do with all the workers you've been
capturing? Keep them? Disband them? (The CPU does this one, possibly
to prevent you from recapturing them, they'll even disband their
own workers that they recaptured back from you.) If you are an
industrious Civ, and the captured workers are NOT industrious, I'd
just disband them where they are. Industrious workers work twice as
hard, and this bonus does not extend to captured workers. Also, if
you send them to Join your cities, they'll be much more upset if you
are at War with the Civ they came from. For example, capture a Zulu
worker, put him in your city, and continue to attack, and he'll be
Unhappy.

Note: So, do you Raze cities when you capture them, or do you keep them?
Couple of things to keep in mind. First, all the improvements are
destroyed when you take the city. For large cities (6 population or
more) this can be a real problem as there is no temple/colloseum
to placate them. Second, there is a resistance to put down, and
until it is, you can't Hurry production to build anything. So, say
you capture a size 9 city, it gets 4 resistors. Therefore if you put
in enough troops to quell the rebellion, the resistance might end in
4 turns. Then you have a VERY unhappy city (especially if you are
still at war with their country) and will probably need to stop them
from working the field, causing starvation. Another disadvantage of
taking cities versus razing them is that the city is placed where
the other Civ wanted it, not where you wanted it. So, it may be too
close to your other cities, or built just one square away from a
Cow resource (+4 food and +1 shield). Finally captured cities lose
their acquired Culture, so a city that had 100 culture, resets back
to zero.

Usually I just raze the city. Feel bad about it? Don't! You aren't
actually slaughtering the city, just burning it to the ground. Its
population is converted to workers (not on a one-to-one ratio, a
city of 9 might give you 3 workers) and the city is gone. Once that
is taken care of, send in your own Settler (with strong military
defense, of course) and build your own city where you want it.

Diplomatic consequences to this are minimal. The only Civ that
REALLY cared about the city is probably already as mad at you as
they're gonna get.

Of course, one can't always attack until their nation is destroyed, there are
other factors at play. First, if you are a Republic/Democracy, there is War
Weariness to contend with. Second, they might have cities you don't know
about (and therefore can't find). This brings us to my final point, which is
to know when to sign a Peace Treaty and end the war. For starters, you need
the enemy Civ to talk to you, which they might not even do for the first few
turns of the war. As long as they ignore your Diplomacy Requests, the war
must go on.

Tip: Never attack a superior opponent. Sounds obvious, but you might be
tempted to try it if you got enough units by one of their cities.
Your idea might be to take the city, then sue for peace, however,
your enemy will probably just ignore you and sack your cities.

The exception to this rule is if the enemy Civ is far away from your
empire. That way you can attack them, and they won't be able to get
to your empire for quite a few turns.

Tip: Don't want to attack a superior opponent, but how about annoying
them? After they build a new city, but before the culture expands,
consider pillaging any roads leading from this new city back to their
empire. They can't get mad at you because the roads are outside of
their culture. Makes for a lot of fun if you can find mines and
irrigations out where you can freely pillage. (This happens more
often when cities have been destroyed, then later rebuilt)

OK, this is all well and good, you say, but what do you do if you are
attacked? Well let's go back a ways, to War Prevention. Civs don't generally
attack other Civs with superior militaries. Don't want to get attacked? Then
build units. Another way to avoid conflict is to Trade with other Civs. If
you provide them with Incense and Spice, then when they attack you, each of
their cities would lose 2 happy people, possibly throwing those cities into
disorder. Do they want that? Probably not. Then again, maybe they're sick of
trading for the resource and want to simply take it from you.

Tip: Don't trade out military resources to possible enemy Civs. (Iron,
Horses, Saltpeter, etc.) Feel free to trade to Civs that aren't
close enough to attack you, however.

The Quick and Dirty War
-----------------------

There are long term objectives, and short term objectives. The Quick and
Dirty War solves the short. You see a city (or bit of terrain) that you
need for something, declare war, send in the troops and take it out. Simple.
I run these when I need to take a Resource before it becomes too late.

Example: I just discover Refining, but learn that there is NO OIL IN MY
TERRITORY. Bad. I still have a tactical advantage over my
nearest competitor (I have Cavalry, he doesn't), so I declare war,
seize a city near Oil, and fend off his troops until he's ready to
settle.

Problems? Just because you got what you wanted in one turn doens't mean
that the enemy will immediately settle. He'll probably immediately strike
back at your ill-gotten city. Keep your troops together, but launch strikes
into his territory to keep him occupied.

Tip: Taking several enemy cities is a wonderful distraction. He'll have
to deal with multiple cities while you only care about one.

Of course, Quick and Dirty wars have a way of turning on you, or even
becoming long drawn out wars.

Good Strategies
---------------

- Gain allies. Or at the very least, try to cut ties to your enemy. You
don't need to get Military Alliances against your enemy (I'd avoid
Military Alliances, anyway), just keeping everyone from Trading with your
foe is plenty.

- Cut off resources/luxuries. This could be by blockading all his port
cities, thus preventing trade, or by Pillaging a road over Iron. A Civ
without Iron cannot build Knights. It's a lot easier to defeat an army of
spearmen and longbowmen, than an army of knights.

And without luxuries, the enemy population will be very unhappy.

- Use Armies! The enemy Civs will very rarely attack an Army that contains
good units (I typically use Knights and Cavalry in an Army). Thus, if you
take over an enemy city, you're more likely to keep it with an Army.

However, Armies are not invinceable, no matter how overwhelming they might
appear. Don't push them too hard, and get them healed up in a Barracks
after battles.


-------------------------------------------------------------------------------
9.1 The Combat Engine Demystified!
-------------------------------------------------------------------------------

Ever wonder why your Tank just lost to a Swordsman? Ever feel blue that your
Infantry just got wiped off his mountain fortress by a Musketman? Well, I
can't help that, what I can do is explain how it happened.

In past Civ games, veteran status affected their abilities. This is no more,
now Veteran/Elite status only changes the number of "hit points" that unit
has.

Hit Points:

Conscript 2 (found only when "goodie" huts give you a unit)
Regular 3 (the default level)
Veteran 4 (with barracks)
Elite 5

Units advance in "level" by winning battles, either by attacking or getting
attacked. So long as they win, they have a chance of gaining a level. Elite
units are ONLY possible when a Veteran unit wins a battle, you cannot build
Elite units. When Elite units win a battle, there is a chance that a Great
Leader will appear.

Note: Militaristic Civ's units gain levels more often and have more Great
Leaders appear.

In a battle, the two fighting units will attack each other until one is dead.
These battles take place in rounds, where each round one of the combatants
will lose a HP. Who loses the HP depends on the attack strength of the
offensive unit and the defense strength of the defender. Add these numbers
together, then divide your attacker's strength by the new number to find out
how likely he is to win a round.

Offensive Unit's Attack Strength
Round % = ----------------------------------------------------------------
(Offensive Unit's Attack Strength + Defender's Defense Strength)

Thus, a Swordsman attacking a Warrior has a 75% chance to win each round.
(75% = 3 (Swordsman) / (3 + 1 (Warrior))) In such a way, every unit has a
chance to win a round. And although unlikely, even the worst unit could win
EVERY round. From our previous situation, the Warrior had a 25% to win each
round. Not too bad for a unit with 1 defense.

Note: Want to save before battle, then reload if it goes poorly for you?
Won't work (at least, not that easily) as all the "random" battle
results are predetermined. (I believe that this is called "seeding")
So, if your Swordsman dies at the hands of the Warrior, reloading
and attacking again won't change a thing, he'll die in exactly the
same way. In fact, if you attack with a similar unit (say, another
Veteran Swordsman) to another similar unit (another Warrior) you'll
also lose.

To get out of the Seeded results, you need to find a different
battle (say, an Elite Horseman attacking a Warrior somewhere else)
or to save, quite and restart the game entirely.

Also, with later patches, this option can be turned OFF. When
creating a new game, you get the option to "Preserve Random Seed."
If this is checked, then all battles will have the same outcome,
no matter if you save-reload to try it again.

Note: Difficulty Level does NOT affect the probability of winning in
battle.

Note: Non-combat units cannot defend themselves, they simply get captured
or destroyed. Naval units caught in port count as non-combat units
and are immediately sunk.

Note: There does not APPEAR to be a "Hasty" attack penalty. This penalty
was applied in previous games when a unit attacked with less than
one full movement point left. (Such as a Musketman walking down a
road 2 squares then attacking) This resulted in an attack penalty.
However, this doesn't seem to be the case in Civ III.

Defensive Bonuses:
------------------

Most Terrain -- 10% defense bonus
Attacking Across a River -- 25%
Forest/Jungle -- 25%
Unit is Fortified -- 25%
Hills -- 50%
Unit in Fortress -- 50%
Unit in Walled Town -- 50%
Unit in City (7-12 pop) -- 50%
Unit in Metropolis (12+) -- 100%
Mountains -- 100%

Defensive bonuses are added together before being applied. A unit fortified
on a fortressed mountain would get 175% bonus (25% + 50% + 100%), nearly
tripling their defense.

So, a Musketman on a hill would have a base Defense of 4, but with the
defensive Hill bonus, would have a defense of 6. Were he fortified his
defense would be 7. Add in a fortress and that leaps up to 9.

Attacks of Opportunity:
-----------------------

Using a D&D term here, but it fits. In Civ III there exists the concept of a
"free shot" that a unit can take on another unit when it moves away. Units
within a fortress automatically get this, as do most Ranged attack units
(by which I mean Archers, Musketmen, Riflemen, etc.) and Fast attack units
(Horsemen, Knights, Cavalry). A free shot gives the unit a chance (based on
their normal battle roll) to do 1 HP of damage to the fleeing unit.

Your unit gets ONE free shot per turn no matter how many units move by. So,
if 8 musketmen walk by your Cavalry, he'll get a shot at the first one, but
none at the remaining 7.

Retreating:
-----------

Available only to "fast" units (movement of 2 or more). If a fast unit is
losing a battle to a non-fast unit, (i.e. he is reduced to 1 HP), he will
withdraw to a nearby square. Fast units will retreat from ANY battle, either
on attack or defense. Remember you cannot withdraw from another fast unit
(they are fast enough to pursue). Also, your unit will NOT withdraw at 1 HP
IF his opponent is also down to 1 HP. Why? I guess that it becomes do-or-die
time.

Bombardment:
------------

Many units have a bombardment rating (catapults, artillery, naval vessels,
bombers, etc.). Bombardment does not work like a normal attack in that a
combat is not initiated. What it does is attempt to destroy the other unit.
All the stats for hitting appear to be the same, so an artillery with its
12 bombard value would have a 75% to hit a musketman. If the bombardment
succeeds, the attacked unit loses HP. Bombardment units have a Rate of Fire
involved as well. Thus, the artillery gets 2 attacks per shot, if both hit,
the target loses 2 HP.

Note: Artillery, Catapults and other land bombard units can be captured,
but only if the capturing Civ has the tech sufficient to build
the unit on their own.

You can also bombard cities (either to damage their defending units, or to
destroy its population/improvements) and terrain tiles (which acts like the
PILLAGE function).



-------------------------------------------------------------------------------
10. Winning the Game
-------------------------------------------------------------------------------

Conquest Victory

There are 540 turns in the game, 126 occuring in the BC era.

4000 BC to 2750 BC - 25 turns, 50 years per turn
2710 BC to 1750 BC - 25 turns, 40 years
1725 BC to 750 BC - 40 turns, 25 years
730 BC to 250 BC - 50 turns, 20 years
260 BC to 1250 AD - 100 turns, 10 years
1255 AD to 1750 AD - 100 turns, 5 years
1752 AD to 1950 AD - 100 turns, 2 years
1951 AD to 2050 AD - 100 turns, 1 year per turn

Your final score of a Conquest game (that is, you killed all your opponents)
is your normal score, plus a special Conquest bonus. (Consider all BC dates
to be negative)

Conquest bonus = (2050 - Date) * Difficulty Modifier

Difficulty:
Cheiftain - 1
Warlord - 2
Regent - 3
Monarch - 4
Emporer - 5
Deity - 6


Cultural Victory

Diplomatic Victory

Out-Of-Time Victory (Generic Score Victory)

Space-Race Victory


-------------------------------------------------------------------------------
11. Extra City Names
-------------------------------------------------------------------------------

Not content to start naming your cities "Washington 2", "London 2" or
"Rome 2"? Well here are some ADDITIONAL city names for each Civ. These are
names taken from the actual Culture's involved. Another idea for new city
names is to take them from other Civ's. For instance, if you go destroy the
French city "Orleans" maybe your next city built should steal that name.

America:
--------

Salt Lake City
Milwaukee
Nashville
Sacramento
San Antonio

Aztecs:
-------

Babylon:
--------

China:
------

Egypt:
------

England:
--------

France:
-------

Germany:
--------

Greece:
-------

India:
------

Iroquois:
---------

Japan:
------

Persia:
-------

Rome:
-----

Russia:
-------

Zulu:
-----


-------------------------------------------------------------------------------
12. A Brief History of Each Civ (Or, Why This Civ Is In The Game)
-------------------------------------------------------------------------------

There is always some controversy as to why this or that Civ was or was not
included in the game. Most people wonder why the Americans are included, when
they have so little history. After all, the game starts in 4000 BC, while
there were no Americans around. And where are the Mongolians? The Hittites?
Sumerians? Spanish? Dutch? Portuguese? Many of these had claims to world
power at one point or another. Well, I can't explain why some cultures
didn't make the cut, but I can try to explain why those that are in the game
did.

This is tricky for a few reasons: One, the land was always there, and Two,
it was always occupied by someone. Britain was lived on by Celts for years
before the Romans arrived, while America was filled with native peoples
spanning back millennia. What I look at is when the land becomes occupied by
the "right" culture. For example, when does Britain become full of British?
Then I look at the peak of each Civ's power. How long were they a world
power?

America
Colonies - Virginia Founded 1607 - First time I consider an "American" to
begin to exist, i.e. an Englishman
living in America.
Stamp Act 1765 - First time the colonies really worked as
a cohesive unit, working together.
Before this, one was a "Virginian" or a
"New Yorker" before an American.
Independence Declared 1776 (achieved 1783, Treaty of Paris)
- America managed to win the war while
winning only a small number of the
battles (and Saratoga was won mostly
due to British fatigue).
- Also, French involvment in the
revolution influenced their own French
revolution just a few years later.
USA - Constitution 1789-90 - United States of America officially
created.
Wars - Britain 1812 - USA wins this war mostly by not losing.
Andrew Jackson wins a battle at New
Orleans... weeks after the war ended.
- Mexico 1846 - In order to gain California and Texas,
a little war was created. Although
technically started by a Mexican attack,
the US was mostly responsible for
starting the war.
- Civil War 1861 - Lincoln's Presidency meant war as the
southern states seceded. At points the
war was desperate enough that the
western states threatened to secede as
well.
- Spanish War 1898 - The US takes on its first European power
and wins in spades. Sure, Spain was on
the decline, but a win is a win. With
the victory, the US takes Cuba, Guam,
Hawaii, the Philippines and Puerto Rico.
As per an agreement made before the war,
Cuba is let go. The US fought a bitter
guerilla war in the Philippines for
years before finally letting it go.
- World War I - The US enters the war in the final years
and effectively ends the war. Not by
fighting, but by simply adding more
troops such that the Central Powers felt
outnumbered and surrendured.
- World War II - Late again to the war, the US fought
Japan almost entirely on its own. The
addition of US troops in Europe was
useful, but more useful were the
supplies it sent to Britain before
entering the war directly.
Present - US is the lone super-power, which seems
to bring more negatives than positives.
The US military can strike at any point
in the world within hours, has nuclear
capabilities that are unsurpassed, and
diplomatic connections with most every
nation on earth. The US has enough world
clout that the United Nations is based
in New York City.
Total Existence: 394 years (colonies to 2001)
National Existence: 212 years (constitution to 2001)
World Power Status: 103 years (Spanish War to 2001)
Superpower Status: 46 years (World War II to 2001)

Aztecs
Tenoctitlan founded in 1325
Empire - Rebellion from Tepanecs 1431 - The "Aztec Empire" was an alliance
of 3 cities that threw off the rule of
the Tepanecs who had held power in the
area since the fall of the Mayans many
centuries before.
- Montezuma I 1440 - Responsible for most of the early
expansion of the empire.
- Further Expansion 1502 - The empire spread in all directions,
conquering directly (or indirectly
blackmailing) the surrounding peoples.
Since the Aztec Empire was surrounded on
all sides by enemies, it was in a state
of constant warfare. Much of the area
was already developed, and the Aztecs
attempted to control the trade networks
already in existence with some success.
After a successful battle, the enemy
warriors were then sacrificed. To keep
newly conquered areas loyal, citizens
from existing cities were sent out to
populate the new colonies.
- Tenochtitlan - At its height, the capitol city held
200,000 citizens, which may have been
as high as 4x that of its nearest rival.
- The Spanish 1519 - When the Spanish arrived, they found
many allies around the capitol city who
wanted to overthrow the aztecs.
- The End 1521 - Tenochtitlan fell in 1521, effectively
ending the Aztec domination of the
region, placing all the Mexican peoples
in the control of the spanish.
Present - Mexico - One could argue that Mexico is descended
from the Aztecs (the word Mexico itself
is derived from "Mexica" the Aztec word
for their own nation). However, since it
was controlled by the spanish for so
long, Mexico as it exists today has
little in common with the Aztecs.
Total Existence: 196 years
National Existence: 90 years (formation of the empire until conquered by
the Spanish)
World Power Status: Never (didn't leave Central America)
Superpower Status: Never

Babylon
Mesopotamia - 4000 BC - The Babylonia region (another name for
Mesopotamia) has been occupied for a
long time. We'll simplify by saying that
the Sumerians came first.
- Hammurabi 1792 BC - Babylon becomes a major player in the
region under Hammurabi. His empire
didn't really survive his death, but his
Code of Laws and the idea of central
authority lived on.
- Assyrians - After the collapse of Babylon, various
other factions assumed power, eventually
it slid to the Assyrians. The Assyrians
held power from 911 BC until 626 BC.
- Neo-Babylonia 626 BC - A Chaldean took power from Assyria
and founded his own dynasty, called the
Chaldean or Neo-Babylonian. After a
civil war with the Assyrians, Babylon
was on top.
- Persian Empire 539 BC - Babylon was annexed into the Persian
Empire, which eventually became the
Macedonian Empire (Alexander the Great)
in 323 BC.
Total Existence: 3461 years (from 4000 BC to the Persian Empire)
National Existence: 2337 years (not counting the Assyrian regime)
World Power Status: Never (part of world powers when conquered, never one
itself)
Superpower Status: Never

Britain
Prehistory -

===============================================================================
< < < < < Final Words.... > > > > >
===============================================================================

This FAQ was written entirely using the GWD Text Editor: (shareware)
http://www.gwdsoft.com/

Spiffy Links:
GameFAQs -- http://www.gamefaqs.com/
Official Civ III site -- http://www.civ3.com/
Apolyton's Civ Page -- http://apolyton.net/

_________________________
Shameless Self Promotion:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
I am Dan Simpson (dsimpson.faqs@gmail.com) and have also written FAQs for:

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Final Fantasy -- Magic FAQ
The Legend of Zelda
SNES: Aerobiz
Aerobiz Supersonic
Utopia: Creation of a Nation
Genesis: StarFlight
PSX: Thousand Arms -- Walkthrough
-- Forging/Dating FAQ
PS2: Madden NFL 2001
XBOX: Star Wars: KotOR II: The Sith Lords -- FAQ/Walkthrough
-- Influence Guide
PC: AD&D Rules FAQ, 2nd and 3rd Editions
Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
NPC List
Creature List
Baldur's Gate II & Throne of Bhaal -- FAQ/Walkthrough
-- Items List
-- Class FAQ
-- Creature List
Civilization III (incomplete)
Colonization -- the Single Colony Strategy Guide
-- the Cheat Guide
Drakan: Order of the Flame
Dungeon Hack
Icewind Dale & Heart of Winter -- FAQ/Walkthrough
Items List
Kresselack's Tomb Map (JPG)
Burial Isle Map (JPG)
Shattered Hand Map (JPG)
Icewind Dale II -- Items List
Master of Magic (revision)
Messiah
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Planescape: Torment -- FAQ/Walkthrough
Items Listing
Rollercoaster Tycoon
Sid Meier's Alpha Centauri
The Sims
Ultima 4: Quest of the Avatar
Ultima 7: The Black Gate
Ultima 7 Part 2: Serpent Isle
Ultima Underworld -- Keyboard Commands
Ultima Underworld II -- Keyboard Commands
-- Spell List
All of my FAQs can be found at:
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________________
Version History:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Version 0.4 January 2, 2002 137k

Everything is new. Many sections are still incomplete at this stage.

Version 0.5 September 12, 2002 148k

Filled in the "Dealing with Corruption" section. Added small nuggets of
info to various other sections. Updated the "Patch Info" section, and
removed the description of the patch... which would now double the size
of this FAQ!

Version 0.51 January 17, 2005 148k

Changed my email and updated the format.



_______________________________________________________________________________
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This Document is Copyright 2002-2005 by Dan Simpson
Civilization III is Copyright 2001 by Firaxis/Infogrames

I am not affiliated with Sid Meier, Firaxis, Infogrames or anyone who had
anything to do with the creation of this game. This FAQ may be posted on any
site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are
posting it. You may not charge for, or in any way profit from this FAQ.
 
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