Saturday, February 7, 2009

Civilization III Strategy Guide

================================================================================
Part III: The FAQ
================================================================================

By reading further, you automatically agree to the Document License Agreement,
and the Disclaimer.

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Chapter I: Setting Up A Game
--------------------------------------------------------------------------------

This chapter will take you through a brief introduction to Civilization III and
teach you about setting up a game. You will also be introduced to the
civilizations, special abilities and game rules.

[1]. Welcome To Civilization III
--------------------------------------------------

Civilization III gives you complete control of a civilization and you must
manage every aspect including production, trade, commerce, city improvements,
growth and science. Your decisions will affect how your citizens react to you,
whether they will hold parades in your honour, or riot, and destroy city
improvements. You will race other nations to build wonders of the world
including The Great Wall Of China and the UN Building. Your task is not an easy
one, but it is a possible one.

[2]. Creating Your World
--------------------------------------------------

When you select the New Game option from the main menu, a screen will appear
asking you to customise your world. I will suggest an option for an easy, but
challenging game, but this is just my opinion.

[2]a. World Size
--------------------------------------------------

One thing you will be confronted with is choosing the size of the world you
wish to play on. You will have to choose between Tiny, mall, Standard, Large
and Huge. Each map will allow you to have a different number of
civilizations on the map.

Table 1: Map Sizes
_______________________________________
/ Map Size | Max Number Of Civs \
+------------------+--------------------+
| Tiny | 4 (3 opponents) |
| Small | 6 (5 opponents) |
| Standard | 8 (7 opponents) |
| Large | 12 (11 opponents) |
| Huge | 16 (15 opponents) |
|__________________|____________________|

_____________________________________________________________________________
/ Maurice A. Spiewack (Refardeon@gmx.de) writes... \
+-----------------------------------------------------------------------------|
| The size of the world has a direct impact on some aspects of the game. For |
| example, the number of cities you need for the Forbidden Palace is greater |
| on a huge map, than on a tiny one. The most noticeable aspect is corruption,|
| though; on tiny maps, even cities 'close' to your capital (that is, about |
| one screen) tend to have corruption so high that they become pretty useless |
| for anything but growing settlers and workers. |
|_____________________________________________________________________________|

My Suggestion: Huge (7 opponents)(leave the rest on the next screen as "none")

[2]b. Land Mass And Water Coverage
--------------------------------------------------

You will be able to choose from three types of world, Pangea, Continents and
Archipelago. Each has three different land coverage diagrams. Choose the map to
suit your play style. If you want to be able to have a large empire and trade
early in the game, choose Pangea. If you want a game where your empire may span
over 2 or more islands, choose Archipelago. This however will make the game more
difficult. If you want a happy medium, choose Continents. The three water
coverage diagrams allow you to choose how much of the world is covered by water.
The more water, the less land. i.e. (land% = 100 - water%). Your choice
will also influence the ease of war.

My Suggestion: Pangea (Middle Option)

[2]c. Climate
--------------------------------------------------

The climate affects how much of the land will be desert, and how much of the
land will be rich green land. An arid climate will make desert squares an
abundance, and hence make the game harder. If the climate is wet, more
grassland squares will appear, and the game will become easier. Choosing normal
will produce a happy medium.

My Suggestion: Wet

[2]d. Temperature
--------------------------------------------------

The temperature determines how much of the world will be tundra. The cooler the
temperature, the more tundra squares, the harder the game becomes, especially
if your civilization starts in a tundra area.

My Suggestion: Warm

[2]e. Age
--------------------------------------------------

The age of the world will determine how rough or smooth the terrain is. If you
choose 5 billion, the world will be substantially flat, with few mountains.
Choosing 3 Billion will give you a rugged terrain. Choosing 4 Billion will even
it out. When choosing, remember that Mountain and hill squares produce more
shields, but take longer to mine and traverse.

My Suggestion: 5 Billion

[2]f. Barbarians
--------------------------------------------------

Barbarians are insignificant tribes of Ancient Era units (Warriors, Horsemen
and Galleys). They will randomly attack your cities, and hassle your units.
The good side is, that your units gain experience from defeating them, and
their huts usually contain gold, a unit (sometimes a settler) or a technology.
Some huts are even left unattended. Barbarians are surprisingly easy to defeat.
You can set Barbarians to Sedentary, Roaming, Restless or Raging. You can also
select random for a surprise.

My Suggestion: Random

[3]. Civilization Special Attributes
--------------------------------------------------

Each civilization has two special attributes. These attributes enhance the
civilization's performance in a certain area.

[3]a. Commercial
--------------------------------------------------

If you are aiming for an economic victory, a commercial civilization will
improve your chances. The centre city square produces extra commerce and each
city has less corruption. Therefore, you have more gold in your treasury to
spend on more important stuff such as science. Also, if you are under a
government that allows you to pay to rush build; you will have more funds to
rush-build that needed defensive unit before another civilization attacks your
city. If you have trouble managing you finances, you may want to choose a
commercial civilization. The English, French, Greeks and Indians have the
commercial attribute. Commercial civilizations can build embassies before the
others, because they start with writing.

[3]b. Expansionist
--------------------------------------------------

Expansionist civilizations have an advantage over the rest of the world at the
start of the game. They are supplied with a scout at the beginning. They can
also build additional scouts. The scout has a movement rate of 2, so it is the
fastest unit at the beginning of the game. You can explore the map faster, and
obtain goods from barbarian camps. But, once you know the whole map, the
attribute is rendered useless, and you have all those useless scouts to kill
off or garrison. Many people argue that you can find resources faster, but your
settlers still take the same amount of time to arrive at the area anyway. If
you want to play as an expansionist civilization, choose the Americans,
English, Iroquois, Russians or Zulu. Expansionist Civilizations start with
Pottery, which sets them closer to Map Making.

[3]c. Industrious
--------------------------------------------------

In Civilization III, choosing an industrious civilization gives you a
significant advantage over the other civilizations. Industrious civilization's
cities obtain extra shield production. Workers also complete tasks quicker than
normal. This can be a great thing when you want to mine mountains. Instead of
taking 12 turns, it only takes 9. Due to the extra shield production, and
quicker mining which leads to extra shields, you can build units, buildings and
even wonders a lot faster. Industrious civilizations start the game with
masonry, and have the advantage of connecting their cities faster. The
Americans, Chinese, English, French and Romans are industrious civilizations.
Also, resource trading will come quicker, because workers will build roads to
other civilizations territory quicker.

[3]d. Militaristic
--------------------------------------------------

Militarism is one of the most beneficial advances. Not only will you be able to
build military improvements (Barracks, walls etc), which allows you to build
veteran units faster, your units gain battle experience faster. Militaristic
civilizations can build archers from day 1 because they start with warrior
code. These archers can go and seize enemy territory if you so wish. The
Aztecs, Germans, Japanese, Romans and Zulu are the militaristic civilizations
available. The Germans are a strong civilization because they are both
Militaristic and Scientific. The Manual says that the Persians are
militaristic, but they are industrious and scientific.

[3]e. Religious
--------------------------------------------------

Religious civilizations benefit by building religious improvements faster,
therefore making their citizens happier at a faster rate. A religious
civilization expands culturally faster than other civilizations, so use one if
you are aiming for a cultural victory. You can build temples from the start
because you start with ceremonial burial. Your civilization does not experience
a period of anarchy between government revolutions. The Aztecs, Babylonians
Egyptians, Indians, Iroquois and Japanese are all religious civilizations

[3]f. Scientific
--------------------------------------------------
_____________
|_ _ _ _| Scientific is one of the most useful abilities. The
| | | | | | Scientific speciality will grant you with a free technology
| |Civilization at the beginning of each era. You can also build
| | | | | |__________________________________________ educational
_| |_| |_| |_ Note `. improvements faster,
|_____________| | which boosts your
| The Industrious and Scientific abilities work very | scientific research.
| well together. Try playing as the Persians. As well | Additionally, the
| as having the strongest unit in the Ancient Age, | presence of these
| you will be able to build up you economy, and sheild| structures in a city
| production, which will help you protect your cities | earns you culture
| with spearmen from turn 1. | points each turn. The
`.___________________________________________________,' Colossus and Spearmen
can be built from the
start, because scientific civilizations start with Bronze Working. The
Babylonians, Chinese, Germans, Greeks, Persians and Russians all posess the
Scientific trait.

[4]. Civilizations
--------------------------------------------------

This section contains information on all 16 civilizations. The information
about each civilization is broken down as follows.

Ruler Name: This shows the default title, name and gender of the ruler of the
civilization.

Colour: Shows the civilization's colour. The civilization will
have this colour as its team colour most of the time. For
some reason, it changes sometimes.

Attributes: This shows what special attributes the civilization has.

Opening Technologies: Along with the standard technologies, each civilization
gets two other starting technologies. The technologies
depend on the civilization's attributes.

Personality:
-Aggression: This shows how aggressive the civilization is
when controlled by the computer, with the
rankings being Diminutive, Low, Average, High or
Mad.
-Favourite Government: This shows the government the citizens like
best.
-Shunned Government: This shows the government the citizens dislike
the most.

Governor: This section shows what the civilization will build more
often if you put a governor in control. The build often
items for each civilization will usually show up when you
are prompted to start a new production.

Unique Unit: This shows what unit is exclusive to this civilization,
and what unit it replaces.


Americans:
=--------=

Ruler Name: President Lincoln (Male)
Colour: Sky Blue

Attributes: Industrious
Expansionist

Opening Technologies: Pottery
Masonry
Personality
Aggression: Average
Favourite Government: Democracy
Shunned Government: Communism

Governor
Build Often: Air Units
Growth
Production

Unique Unit: F-15 replaces Jet Fighter


Aztecs:
=-----=

Ruler Name: Chief Montezuma (Male)
Colour: Forest Green

Attributes: Militaristic
Religious

Opening Technologies: Warrior Code
Ceremonial Burial
Personality
Aggression: High
Favourite Government: Monarchy
Shunned Government: Democracy

Governor
Build Often: Offensive Land Units
Happiness Improvements

Unique Unit: Jaguar Warrior replaces Warrior


Babylonians:
=----------=

Ruler Name: King Hammurabi (Male)
Colour: Forest Green

Attributes: Scientific
Religious

Opening Technologies: Bronze Working
Ceremonial Burial
Personality
Aggression: High
Favourite Government: Monarchy
Shunned Government: Despotism

Governor
Build Often: Science Improvements
Culture Improvements

Unique Unit: Bowman replaces Archer


Chinese:
=------=

Ruler Name: Chairman Mao (Male)
Colour: Pink

Attributes: Militaristic
Industrious

Opening Technologies: Warrior Code
Masonry
Personality
Aggression: Low
Favourite Government: Communism
Shunned Government: Monarchy

Governor
Build Often: Growth Improvements
Production Improvements
Science Improvements

Unique Unit: Rider replaces Knight


Egyptians:
=--------=

Ruler Name: Queen Cleopatra (Female)
Colour: Yellow

Attributes: Industrious
Religious

Opening Technologies: Ceremonial Burial
Masonry
Personality
Aggression: Average
Favourite Government: Monarchy
Shunned Government: Republic

Governor
Build Often: Growth Improvements
Production Improvements
Culture Improvements

Unique Unit: War Chariot replaces Chariot


English:
=------=

Ruler Name: Queen Elizabeth (Female)
Colour: Orange

Attributes: Expansionist
Commercial

Opening Technologies: Alphabet
Pottery
Personality
Aggression: Average
Favourite Government: Democracy
Shunned Government: Despotism

Governor
Build Often: Naval Units
Wealth Improvements
Trade Improvements

Unique Unit: Man O War replaces Frigate


French:
=-----=

Ruler Name: Saint Joan d'Arc (Female)
Colour: Dark Pink

Attributes: Industrious
Commercial

Opening Technologies: Alphabet
Masonry
Personality
Aggression: Diminutive
Favourite Government: Republic
Shunned Government: Monarchy

Governor
Build Often: Happiness Improvements
Trade Improvements
Culture Improvements

Unique Unit: Musketeer replaces Musket Man


Germans:
=------=

Ruler Name: Chancellor Bismarck (Male)
Colour: Blue

Attributes: Militaristic
Scientific

Opening Technologies: Warrior Code
Bronze Working
Personality
Aggression: Mad
Favourite Government: Republic
Shunned Government: Communism

Governor
Build Often: Offensive Land Units
Science Improvements
Culture Improvements

Unique Unit: Panzer replaces Tank


Greeks:
=-----=

Ruler Name: King Alexander (Male)
Colour: Green

Attributes: Commercial
Scientific

Opening Technologies: Alphabet
Bronze Working
Personality
Aggression: Average
Favourite Government: Democracy
Shunned Government: Despotism

Governor
Build Often: Naval Units
Science Improvements
Culture Improvements
Trade Improvements

Unique Unit: Hoplite replaces Spearman


Indians:
=------=

Ruler Name: Mahatma Gandhi (Male)
Colour: Grey

Attributes: Religious
Commercial

Opening Technologies: Alphabet
Ceremonial Burial
Personality
Aggression: Diminutive
Favourite Government: Democracy
Shunned Government: Despotism

Governor
Build Often: Wealth
Growth Improvements
Culture Improvements
Trade Improvements

Unique Unit: War Elephant replaces Knight


Iroquois:
=-------=

Ruler Name: Chief Hiawatha (Male)
Colour: Purple

Attributes: Expansionist
Religious

Opening Technologies: Pottery
Ceremonial Burial
Personality
Aggression: Low
Favourite Government: Communism
Shunned Government: Monarchy

Governor
Build Often: Happiness Improvements
Exploration Improvements

Unique Unit: Mounted Warrior replaces Horseman


Japanese:
=-------=

Ruler Name: Shogun Tokugawa (Male)
Colour: Brick Red

Attributes: Militaristic
Religious

Opening Technologies: Warrior Code
Ceremonial Burial
Personality
Aggression: High
Favourite Government: Monarchy
Shunned Government: Republic

Governor
Build Often: Offensive Land Units
Naval Units
Happiness Improvements

Unique Unit: Samurai replaces Knight


Persians:
=-------=

Ruler Name: Emperor Xerxes (Male)
Colour: Teal

Attributes: Industrious
Scientific

Opening Technologies: Masonry
Bronze Working
Personality
Aggression: High
Favourite Government: Monarchy
Shunned Government: Democracy

Governor
Build Often: Offensive Land Units
Wealth
Trade Improvements

Unique Unit: Immortals replaces Swordsman


Romans:
=-----=

Ruler Name: Emperor Caesar (Male)
Colour: Red

Attributes: Militaristic
Commercial

Opening Technologies: Warrior Code
Alphabet
Personality
Aggression: High
Favourite Government: Republic
Shunned Government: Communism

Governor
Build Often: Offensive Land Units
Defensive Land Units
Growth Improvements
Production Improvements

Unique Unit: Legionaries replace Swordsman


Russians:
=-------=

Ruler Name: Czarina Catherine (Female)
Colour: Brown

Attributes: Expansionist
Scientific

Opening Technologies: Pottery
Bronze Working
Personality
Aggression: High
Favourite Government: Communism
Shunned Government: Democracy

Governor
Build Often: Air Units
Growth Improvements
Science Improvements

Unique Unit: Cossac replaces Cavalry


Zulu:
=---=

Ruler Name: Chief Shaka (Male)
Colour: Black

Attributes: Expansionist
Militaristic

Opening Technologies: Pottery
Warrior Code
Personality
Aggression: Mad
Favourite Government: Despotism
Shunned Government: Democracy

Governor
Build Often: Offensive Land Units


Unique Unit: Impi replaces Spearman

[5]. Choosing A Civilization
--------------------------------------------------

When choosing a civilization, you must take into account many factors. For
example, you may be a player that likes to declare war on the first
civilization you come across. So, you would want Archers straight away. If this
is the case, choose a Militaristic civilization. You may want to obtain a high
cultural value, therefore making religious civilizations your best bet. There
are many other styles of play, that each has it's own abilities and
civilizations that cope best. You may also want to be lazy and choose Germany
so you won't have to face them in war, or Russia so you don't have them
ordering you for tribute. You may also have a particular type of unit you
prefer using, and choose a civilization with that type of unit as their unique
unit. If you like tanks, choose Germany. If planes are your style, then America
is your pick. The possibilities are endless, and each individual person is
stronger or weaker with particular civilizations, so you should try them all
before picking one to stay with permanently.

Just as a point of interest, civilizations that share the same cultural group
often start near each other. For example, if you are the Germans, you have more
chance of starting near the English than the Aztecs.

[6]. Rules And Victory Conditions
--------------------------------------------------

Below the civilization selection panel, there is a list of rules and victory
conditions. Each condition has its own strategies, which are discussed below.

[6]a. Allow Domination Victory
--------------------------------------------------

Simply put, the domination victory is what it says. You must control 2 thirds
of the map in order to win. In addition, you can also win if you are the only
civilization standing at any point in time. It's not as easy as it sounds,
especially if the size of the map is at the higher end of the scale.

[6]b. Allow Diplomatic Victory
--------------------------------------------------

To win through means of a diplomatic victory, a ruler must be elected secretary
general through a vote of the United Nations. This is one of the harder victory
conditions.

[6]c. Allow Cultural Victory
--------------------------------------------------

Simply put, the cultural victory initiates a race to make your civilization
the unofficial capital of the world, much like America is in our world. All you
must do to win through the cultural victory is accumulate 100,000 culture
points, and at least double the person with the second highest amount.

[6]d. Allow Space Race Victory
--------------------------------------------------

All you need to accomplish in this victory condition is to be the first nation
to build and launch the spaces ship. It is easier than you think, because you
can build the ship in parts in different cities.

[6]e. Allow Conquest Victory
--------------------------------------------------

To win the game by means of a conquest victory, you must eliminate all of
the other nations on the map. This is the most challenging game play mode, and
I have only passed it twice on Sid difficulty because it takes a lot of
determination and coffee. To win, you almost definitely need to go beyond 2050,
but at the end, it is worth it.
_____________________________________________________________________________
/ Maurice A. Spiewack (Refardeon@gmx.de) writes... \
+-----------------------------------------------------------------------------|
| "This is the most challenging game play mode, and I have only passed it |
| twice because it takes a lot of determination and coffee." |
| |
| I would disagree with that. It depends on your style of playing. If you |
| play agressive, Conquest is not that hard to win. The strategy is simple - |
| crush everyone who is weaker than you, and ally with those stronger than |
| you until later. Of course, this is a pretty risky strategy at the least. |
| Still, you can either win the game pretty fast (late middle-age - early |
| industrial) or at least gain the upper hand quickly. Oh, and of course, |
| the size of the map has a huge impact on this strategy. On maps greater |
| than the default size, I would not recommend this, as the distances are to |
| long for a real blitz until railroads and tanks are invented, and at this |
| point in the game your opponents will be to strong for quick conquest. The |
| key is to keep them under pressure from turn 1 on, but this is not easy - |
| if not impossible - on the larger maps. |
+-----------------------------------------------------------------------------+
| Response: |
| Sorry, that was supposed to read |
| "This is the most challenging game play mode, and I have only passed it |
| twice on Sid (C*) because it takes a lot of determination and coffee." |
|_____________________________________________________________________________|


[6]f. Allow Civ Specific Abilities
--------------------------------------------------

This button toggles whether or not each civilization will have their abilities
and therefore the rewards from them. Turning this off will mean you will have to
research the other 2 technologies your civilization usually starts off with.
_______________________________________________________________________________

- - - Chapter II: Game Basics - - - - - - - - - - - - - - - - - - - - - - - - -
_______________________________________________________________________________

This chapter takes you through the basics of Civilization 3. From humble
beginnings to the more advanced basics of keyboard shortcuts and workers. This
chapter is a must read for all beginners and could even have some handy tips
for advanced players.

[1]. How To Play
--------------------------------------------------

To play Civilization 3, you need to use the mouse. Double click on cities or
units to activate them. Right click on a city, unit or rival unit to bring up a
menu. You will receive gold, and have to climb the tech tree. Good Luck.

[2]. Keyboard Shortcuts
--------------------------------------------------

Like most computer games, Civilization 3 has keyboard shortcuts, or hotkeys to
perform various actions. These are listed below. Some actions have multiple
configurations, which are separated by a slash "/"

Table 2: Keyboard Shortcuts - Unit Movement
___________________________________________________________
/ Action | Key/s \
+---------------------------------+-------------------------+
| Move East | Right Arrow / Keypad 6 |
| Move North | Up Arrow / Keypad 8 |
| Move South | Down Arrow / Keypad 2 |
| Move West | Left Arrow / Keypad 4 |
| Move North East | Page Up / Keypad 9 |
| Move North West | Home / Keypad 7 |
| Move South East | Page Down / Keypad 3 |
| Move South West | End / Keypad 1 |
|_________________________________|_________________________|

_____________
|_ _ _ _|
| | | | | |
| |Civilization
| | | | | |__________________________________________
_| |_| |_| |_ Note `.
|_____________| |
| All of the letters are lower case (i.e B = b), so |
| just hit the key on your keyboard. Some hotkeys |
| require pressing a key and Shift simultaneously, |
| which is equivelant to typing the capital letter. |
`.___________________________________________________,'

Table 3: Keyboard Shortcuts - Unit Orders
___________________________________________________________
/ Action | Key/s \
+---------------------------------+-------------------------+
| Airdrop | A |
| Airlift | T |
| Air Superiority Mission | S |
| Automate Worker | A |
| Automate, Without Altering | Shift + A |
| Pre-existing Improvements | |
| Automate, This City Only | Shift + I |
| Automate, Clean Pollution Only | Shift + P |
| Automate, Clear Forests Only | Shift + F |
| Automate, Clear Jungle Only | Shift + J |
| Bombard | B |
| Bombing Mission | B |
| Build Army | B |
| Build City | B |
| Build Colony | B |
| Build Fortress | Ctrl + F |
| Build Mine | M |
| Build Railroad | Shift + R |
| Build Railroad To | Ctrl + Shift + R |
| Build Road | R |
| Build Road To | Ctrl + R |
| Build Road To, Then Colony | Ctrl + B |
| Clean Up Pollution | Shift + C |
| Clear Forest | Shift + C |
| Clear Jungle | Shift + C |
| Disband | D |
| Explore | E |
| Fortify / Garrison | F |
| Go To | G |
| Hold (Skip Turn) | Spacebar |
| Hurry Improvement | Ctrl + H |
| Irrigate | I |
| Irrigate To Nearest City | Ctrl + I |
| Join City | B |
| Pillage | P |
| Plant Forest | N |
| Re-Base Mission | Shift + R |
| Recon Mission | R |
| Trade Network | Ctrl + N |
| Unload / Load | L |
| Upgrade | U |
| Upgrade All | Shift + U |
| Wait | W / Tab |
|_________________________________|_________________________|

Table 4: Keyboard Shortcuts - City Window
___________________________________________________________
/ Action | Key/s \
+---------------------------------+-------------------------+
| Add To Production Queue | Shift + Left Click |
| Contact City Governors | G |
| Hurry Production | H |
| Load Production Queue | Q |
| Save Production Queue | Shift + Q |
|_________________________________|_________________________|

Table 5: Keyboard Shortcuts - Advisors
___________________________________________________________
/ Action | Key/s \
+---------------------------------+-------------------------+
| Domestic Advisor | F1 |
| Trade Advisor | F2 |
| Military Advisor | F3 |
| Foreign Advisor | F4 |
| Cultural Advisor | F5 |
| Science Advisor | F6 |
|_________________________________|_________________________|

Table 6: Keyboard Shortcuts - Game Stuff
___________________________________________________________
/ Action | Key/s \
+---------------------------------+-------------------------+
| Centre On Active Unit | C |
| Centre On Capital | H |
| Change Government (Revolution) | Shift + G |
| Change Mobilization | Shift + M |
| Clean Up Map | Ctrl + Shift + M |
| Contact Rival Leaders | Shift + D |
| Demographics | F11 |
| End Turn Immediately | Shift + Enter |
| Espionage | E |
| Establish An Embassy | Ctrl + E |
| Go To City | Ctrl + Shift + G |
| Histograph / Score | F8 |
| Locate City | Shift + L |
| Palace | F9 |
| Plant A Spy | Ctrl + Shift + E |
| Spaceship | F10 |
| Toggle Map Grid | Ctrl + G |
| Use Embassy Or Spy | Shift + E |
| Wonders Of The World | F7 |
| Zoom In / Out | Z |
|_________________________________|_________________________|

Table 7: Keyboard Shortcuts - Other Stuff
___________________________________________________________
/ Action | Key/s \
+---------------------------------+-------------------------+
| Change Preferences | Ctrl + P |
| Change Sound Preferences | Shift + S |
| Hide Interface | Del |
| Load Game | Ctrl + L |
| Main Menu | Ctrl + M |
| New Game | Ctrl + Shift + Q |
| Quit | Esc |
| Resign And Quit | Ctrl + Q |
| Retire | Shift + Q |
| Save Game | Ctrl + S |
| Show Game Version | Ctrl + F4 |
| Toggle Horizontal / Vertical | Backspace |
| Buttons | |
|_________________________________|_________________________|

[3]. What Are Turns
--------------------------------------------------

Strategy games come in two categories, Real Time and Turn Based. Real time
games run at a constant speed. A common real time game is Age Of Empires. Turn
based games run in a similar, yet different way to chess. Each team, or in this
case, civilization, is allowed to move each and every one of their units once.
Workers are different, because they take several turns to complete a job. Also,
units, city improvements and even technology take a certain number of turns to
complete. Turns vary in the amount of years they consume in the game. At the
start, a turn is worth 50 years, but when approaching 2050, a turn is only 2
years. There are a total of 540 turns in a game.


[4]. Why Is The Screen Mainly Black
--------------------------------------------------

When you start a game, you are in a small area surrounded by black. This is
simply unexplored map. If you move a unit into the black area, the map will be
revealed. This is called exploring the map. When you are able to trade maps
with your opponents, the black in the area they have knowledge of will vanish.
After a while, the whole map will be visible to you.


[5]. Building A City
--------------------------------------------------

The first unit you will gain control of at the beginning of the game is your
first settler. The settler has the ability to found a city. Once you have built
a city, the settler becomes the first citizen. To build a city, just click the
Build City button. When you start the game, you are going to want to build a
city pretty fast, but you should look for a really good spot for no more than
10 turns, otherwise your civilization will be behind from the start. When
building an additional city, you should consider the following aspects:

-What type of terrain you are thinking of building on. Cities on Tundra squares
will not flourish anywhere near as much as cities on Grassland squares with a
few Bonus Grassland Squares.

-Proximity To The Ocean. If you want to establish overseas trade routes, or
build the seaside wonders early in the game, your city needs to be on a coastal
square, which means the actual city, not the radius must be on a square
adjacent to the sea.

-Resources. If a city has one or more resources within its border, the city
will experience bonuses. If there are strategic resources in the border, and
they are connected, the city and any other connecting cities will be able to
reap the benefits of the resource.

-Proximity To Other Cities. If you build a new city so the border touches that
of another city, when either city grows, that side will not be able to grow. I
usually leave 7 or 8 spaces between two smallest size cities.

The first city you build automatically becomes your Capital City. You can
change your capital city by building a Palace in another city. The capital city
is denoted by an icon, and is automatically changed if your old capital city is
razed or captured.

You will notice that after a few turns, your first city will expand. Each time
a city expands, the radius grows, therefore the city obtains more potential
Food, Commerce and Shields. Each improvement, Wonder and Small Wonder generates
culture per turn. The sum of all these values determines how much culture will
be added to the city per turn. These culture points then accumulate. The city
will grow when it accumulates a certain amount of culture points.

Table 8: Tile Types
_________________________________________________
/ City Radius | Expansion Stage | Culture Points \
|-------------+------------------+----------------|
| 1 | Initial Stage | 0 - 9 |
| 2 | First Expansion | 10 - 99 |
| 3 | Second Expansion | 100 - 999 |
| 4 | Third Expansion | 1000 - 9999 |
| 5 | Fourth Expansion | 10000 - 19999 |
| 6 | Fifth Expansion* | 20000 + |
|_____________|__________________|________________|

* Once your city expands a fifth time, you win the game via a Cultural Victory.
If Cultural Victory is disabled, the game will continue as per normal.

[6]. Tiles
--------------------------------------------------

If you turn gridlines on, you will see that the map is divided up into tiles.
The movement rate of a unit shows how many tiles it can move. There are
different types of tiles, each with their own specialties and weaknesses. Below
is a table showing all of the different tile types.

Tile Type: The type of tile.

Movement Cost: Each unit has a movement value. If the unit travels over a
square, the movement cost of that square is subtracted from the
total until the movement value is 0. The value is replenished
next turn.

Defensive Bonus: The unit on the square gains a bonus in the defensive value.
If a unit had 2 defence and a tile had + 10%, the total
defensive value would be 2.2 while on that tile.

Base Tile Yield: As mentioned before, each tile has a certain amount of food,
Shields and Commerce.

Possible Resources: Each tile has different resources that may appear on that
square. The resources are abbreviated according to the key below, and are
explained in more detail in the next section.

Al - Aluminium
Ca - Cattle
Co - Coal
Dy - Dyes
Fi - Fish
Fu - Furs
Ga - Game
Ge - Gems
Go - Gold
Ho - Horses
In - Incense
Ir - Iron
Iv - Ivory
Oi - Oil
Ru - Rubber
Sa - Saltpeter
Si - Silks
Sp - Spices
Ur - Uranium
Wa - Whales
Wh - Wheat
Wi - Wines


Table 9: Tile Types
_________________________________________________________________________
/Tile Type | Movement | Defensive |Base Tile Yield|Possible Resources \
| | Cost | Bonus | | |
|-----------+----------+-----------+---------------+----------------------|
| Coastal | 1 | +10% | 1F, 0S, 2C | Fi |
| Desert | 1 | +10% | 0F, 1S, 0C | In,Oi,Sa |
| Floodplain| 1 | +10% | 3F, 0S, 0C | Wh |
| Forest | 2 | +25% | 1F, 2S, 0C | Dy,Fu,Ga,Iv,Ru,Sp, Si|
|Fresh Water| 1 | +10% | 2F, 0S, 2C | None |
| Lake | | | | |
| Grassland | 1 | +10% | 2F, 0S, 0C | Ca,Ho,Wh,Wi |
| Grassland | 1 | +10% | 2F, 1S, 0C | Ca,Ho,Wh,Wi |
|With Shield| | | | |
| Hills | 2 | +50% | 1F, 1S, 0C | Al,Co,Go,Ho,Ir,In,Sa,|
| | | | | Wi |
| Jungle | 3 | +25% | 1F, 0S, 0C | Co,Dy,Ge,Ru,Si,Sp |
| Mountains | 3 | +100% | 0F, 1S, 0C | Co,Ge,Go,Ir,Sa,Ur |
| Ocean | 1 | +10% | 0F, 0S, 0C | None |
| Plains | 1 | +10% | 1F, 1S, 0C | Al,Ca,Ho,Iv,Oi,Wh,Wi |
| Rivers* | 0 | None | +0F, +0S, +1C | None |
| Sea | 1 | +10% | 1F, 0S, 1C | Fi,Wa |
| Tundra | 1 | +10% | 1F, 0S, 0C | Fu,Ga,Oi |
|___________|__________|___________|_______________|______________________|

* Rivers are not actual tiles. They can run through any type of tile (except
water tiles), and give a bonus Commerce. They are like a free improvement.


[7]. Resources
--------------------------------------------------

As you can see from above, each tile has different resources. The purpose of
the next section is to explain each resource and outline its bonuses.

Aluminum
=-------=
Type - Strategic Resource
Prerequisite - Rocketry
Location - Hills, Mountains, Desert, and Plains
Tile Bonus - 2 Shields

Aluminum is needed to build most Modern Age ships and rockets. Aluminum is a
crucial resource if you want to win using the Space Race Victory.

Cattle
=----=
Type - Bonus Resource
Prerequisite - None
Location - Grassland, Plains
Tile Bonus - 2 Food, 1 Shield

Cattle are a bonus resource and are available from the beginning. Cattle have a
significant bonus, which enhances your city.

Coal
=--=
Type - Strategic Resource
Prerequisite - Steam Power
Location - Hills, Mountains and Jungles
Tile Bonus - 2 Shields, 1 Commerce

After you research Steam Power, coal will be scattered around the map. Coal is
necessary if you wish to build railroads.

Dyes
=--=
Type - Luxury
Prerequisite - None
Location - Jungles and Forests
Tile Bonus - 1 Commerce

Dyes are a luxury, which will increase happiness in the cities connected to it.
Dyes will allow your citizens to add colour to their clothing.

Fish
=--=
Type - Bonus Resource
Prerequisite - None
Location - Coast, Sea and Fresh Water Lake
Tile Bonus - 2 Food, 1 Commerce

Fish are a great bonus resource, and they provide extra food, and enhance the
tiles that are otherwise useless.

Furs
=--=
Type - Luxury
Prerequisite - None
Location - Tundra and Forests
Tile Bonus - 1 Shield, 1 Commerce

Furs are another luxury, and behave in the same manner as dyes. Furs provide
warm clothes for your people and in the later ages, beautiful coats for the
rich.

Game
=--=
Type - Bonus Resource
Prerequisite - None
Location - Tundra and Forests
Tile Bonus - 1 Food

The advantage of game is that it enhances two types of terrain that are usually
the most deficient. Game make good eating, so produce one extra food.

Gems
=--=
Type - Luxury
Prerequisite - None
Location - Mountains and Jungles
Tile Bonus - 4 Commerce

Gems are the same as any other luxury and increase happiness in connected
cities. Gems are used to make nice jewellery for your people, so an incredible
4 commerce is gained.

Gold
=--=
Type - Bonus Resource
Prerequisite - None
Location - Hills and Mountains
Tile Bonus - 4 Commerce

Gold also yields a significant commerce boost. Some people believe that gold
adds 1 gold per turn to your treasury, but this is not true. You gain extra
gold per turn because of the increased commerce. The amount may be 1 per turn
in the early ages, but near 2050, it may rise to anywhere near 10 gold per turn.

Horses
=----=
Type - Strategic Resource
Prerequisite - The Wheel
Location - Grassland, Plains and Hills
Tile Bonus - 1 Food

Horses are compulsory if you are to win any skirmishes in Ancient Times, or
even the Middle Ages. Mounted units boast a greater movement rate, as well as
an increased attack rate. If you intend to enter a war early on in the game, be
sure to have horses.

Incense
=-----=
Type - Luxury
Prerequisite - None
Location - Hills and Deserts
Tile Bonus - 1 Commerce

Incense makes your people happy by providing them with fragrances for their
homes. Incense also gives you one extra commerce.

Iron
=--=
Type - Strategic Resource
Prerequisite - Iron Working
Location - Hills and Mountains
Tile Bonus - 1 Shield

Iron is needed to build a few different types of units. It is needed for most
ships, the Knight and a few other units. Even if you have coal, you cannot
build railroads without iron rails.

Ivory
=---=
Type - Luxury
Prerequisite - None
Location - Plains and Forests
Tile Bonus - 2 Commerce

Ivory makes content citizens happy in any connected cities. It produces extra
commerce, and makes your people happy by providing jewellery and pianos.

Oil
=-=
Type - Strategic Resource
Prerequisite - Refining
Location - Tundra, Plains and Desert
Tile Bonus - 1 Shield, 2 Commerce

Oil is needed to power most modern mechanical units, including tanks, planes
and ships. Oil is an extremely beneficial resource, and also yields a decent
tile bonus.

Rubber
=----=
Type - Strategic Resource
Prerequisite - Replaceable Parts
Location - Jungles and Forests
Tile Bonus - 2 Commerce

Rubber is needed to build late Industrial Age and Modern Era units. Rubber is
essential for tyres and fan belts.

Saltpeter
=-------=
Type - Strategic Resource
Prerequisite - Gunpowder
Location - Hills, Mountains, Desert and Tundra
Tile Bonus - 1 Commerce

Saltpeter is required to build early gunpowder units, including Musketman and
Cavalry. Saltpeter is an essential component in Middle Age armies.

Silks
=---=
Type - Luxury
Prerequisite - None
Location - Jungles and Forests
Tile Bonus - 3 Commerce

Like all other luxuries, silks make content citizens happy. Silks provide nice
clothing for your citizens, and produce commerce in the process.

Spices
=----=
Type - Luxury
Prerequisite - None
Location - Jungles and Forests
Tile Bonus - 2 Commerce

As I have said before, spices make content citizens happy. Spices enhance your
civilization's food.

Uranium
=-----=
Type - Strategic Resource
Prerequisite - Fission
Location - Mountains and Forests
Tile Bonus - 2 Shields, 3 Commerce

Uranium is a resource that visits many extremes. It has an excellent yield, and
is required to build some of the most beneficial buildings. But, uranium is
very dangerous. Using uranium can greatly influence how much pollution a city
generates. Therefore, great care should be taken when using uranium based
improvements and units.

Whales
=----=
Type - Bonus Resource
Prerequisite - None
Location - Sea
Tile Bonus - 1 Food, 1 Shield, 2 Commerce

Whales are found only is sea squares, and are very useful. They provide food,
shields and commerce. Your people use whales for food. The blubber is also
useful in lamps.

Wheat
=---=
Type - Bonus Resource
Prerequisite - None
Location - Plains, Grassland and Flood Plains
Tile Bonus - 2 Food

Wheat does wonders for a cities food storage, enhancing early growth. Wheat can
be used to make bread, cereal and other food products.

Wine
=--=
Type - Luxury
Prerequisite - None
Location - Grassland, Plains and Hills
Tile Bonus - 1 Food, 1 Commerce

Wines make your people happy by providing a beverage that not only tastes good,
but also gets them drunk. Wines also generate commerce.

[8]. Putting Your Workers To Work
--------------------------------------------------

As the game progresses, you will gat more and more workers. Workers can perform
various tasks. To tell a worker to perform a task, select the worker, and click
the task button at the bottom of the screen. Some tasks will only be available
after you research a certain technology or acquired a certain resource, and
others may only be done on certain terrains.


[8]a. Worker Actions
--------------------------------------------------

Build Colony
=----------=
Requirements - None
Base Turns To Complete - 1

A worker can establish a colony on any square that contains a tradeable
resource. If a colony is then connected to a city, that city (and any other
connected cities) gains access to that resource. A colony is only necessary if
the resource is not within your borders. Note that when a cities borders expand
to include a colony, the colony disappears because it is no longer needed. The
worker is consumed by building the colony; mush like a settler is consumed when
building a city.

/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/
Note: Colonies are much like cities such that you must defend them. If you are
at war with another civilization, they will attack any colonies they come
across. This works the other way, because capturing a colony earns you the
resource.
/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/\/


Clear Forest
=----------=
Requirements - None
Base Turns To Complete - 10

A worker can clear the forest from a square and contribute 10 shields to the
nearest controlled city. The resulting terrain will be Grassland, Plains or
Tundra, depending upon the base terrain beneath the forest.


Clear Jungle
=----------=
Requirements - None
Base Turns To Complete - 16

A worker can clear Jungle from a square revealing either Flood Plains, or
Grassland.

Clear Pollution
=-------------=
Requirements - None
Base Turns To Complete - 24

A worker can clean up pollution in a contaminated square, restoring it from its
former production capacity.


Fortress
=------=
Requirements - Construction
Base Turns To Complete - 16

Units within a fortress enjoy a 50% defensive bonus, as well as a zone of
control.


Irrigation
=--------=
Requirements - None
Base Turns To Complete - 8

Irrigation increases food production. Only squares adjacent to fresh water
(River or Lake) or to another irrigated square may be irrigated. After the
discovery of Electricity, you can irrigate a tile without proximity to fresh
water.


Table 10: Irrigation Effects
________________________________________________________________________
/ Terrain | Normal Food Production | Food Production If Irrigated \
|----------------+------------------------+------------------------------|
| Flood Plains | 3 Food | 4 Food |
| Grasslands | 2 Food | 3 Food |
| Plains | 1 Food | 2 Food |
|________________|________________________|______________________________|


Mine
=--=
Requirements - None
Base Turns To Complete - 12

Mining increases the shield production of a tile.

Table 11: Mining Effects
________________________________________________________________________
/ Terrain | Normal Shield Production | Shield Production If Mined \
|----------------+--------------------------+----------------------------|
| Grassland | 0 Shields | 1 Shield |
| Grassland W/S | 1 Shield | 2 Shields |
| Plains | 1 Shield | 2 Shields |
| Hills | 1 Shield | 3 Shields |
| Mountains | 1 Shield | 3 Shields |
|________________|__________________________|____________________________|

Plant Forest
=----------=
Requirements - Engineering
Base Turns To Complete - 18

After the discovery of Engineering, workers can plant forests in any Grassland
or Plains square. This transforms the square into a normal Forest square.

Railroad
=------=
Requirements - Steam Power, Iron, Coal
Base Turns To Complete - 12

Units moving along a railroad expend 0 movement points and shield production in
a square containing rail is increased by 50%

Workers can build railroads after the discovery of Steam Power, but only if
your civilization has access to the strategic resources Iron and Coal.

Road
=--=
Requirements - None
Base Turns To Complete - 6

Roads increase the output of Commerce, and can be built in any terrain except
water squares. Also, units moving along roads expend one third of a movement
point regardless of terrain type.


Table 12: Road Effects
________________________________________________________________________
/ Terrain | Normal Commerce | Commerce If Road Built \
|----------------+--------------------------+----------------------------|
| Flood Plains | 1 Commerce | 2 Commerce |
| Grassland | 0 Commerce | 1 Commerce |
| Plains | 0 Commerce | 1 Commerce |
| Hills | 0 Commerce | 1 Commerce |
| Mountains | 0 Commerce | 1 Commerce |
| Forest | 0 Commerce | 1 Commerce |
| Jungle | 0 Commerce | 1 Commerce |
|________________|__________________________|____________________________|


[9]. Eliminating The Enemy
--------------------------------------------------

To completely eliminate an enemy, you must destroy or conquer all their cities,
and kill any Settlers belonging to that civilization. If you have taken the
last town, but the civilization is still alive, check the following.

-The civilization may have restarted somewhere.
-The civilization may have a Settler somewhere on the map.

Do not forget to look for ships belonging for the civilization, because the
ship may contain a Settler.


[10]. Combat
--------------------------------------------------

When you attack, or are attacked by, an enemy, a battle is initiated. The
battle is divided into rounds. A random number is picked to decide which unit
loses a hit point. The odds of each unit losing depends on each units attack or
defence values.

Terrains give a defensive bonus, along with fortresses and cities. For example,
if a warrior (1 attack) attacked another warrior (1 defense) in grassland (10%
defensive bonus), there is a greater chance that the defender will win.


[11]. Unit Promotions
--------------------------------------------------

When a unit wins a battle, there is a chance that the unit will obtain an extra
hit point. There are different levels, and the odds are different. The odds
also depend on weather the civilization is Militaristic, and weather the other
unit is a Barbarian or not.

Non Militaristic Civilization vs Barbarian
=----------------------------------------=
Conscript to Regular - 1 in 4
Regular to Veteran - 1 in 8
Veteran to Elite - 1 in 16
Leader Created 0 in 16

Militaristic Civilization vs Barbarian
=------------------------------------=
Conscript to Regular - 1 in 2
Regular to Veteran - 1 in 4
Veteran to Elite - 1 in 8
Leader Created - 0 in 16

Non Militaristic Civilization vs Normal Unit
=------------------------------------------=
Conscript to Regular - 1 in 2
Regular to Veteran - 1 in 4
Veteran to Elite - 1 in 8
Leader Created - 1 in 16

Militaristic Civilization vs Normal Unit
=--------------------------------------=
Conscript to Regular - 1 in 1
Regular to Veteran - 1 in 2
Veteran to Elite - 1 in 4
Leader Created - 1 in 12

[12]. We Love The King Celebrations
--------------------------------------------------

If you see fireworks above a city, it means the the city is celebrating We Love
The King Day (WLTKD). WLTKD lowers corruption in the city holding the
celebration. For a city to hold a WLTKD celebration, the following must be
true.

- The city must be at least size 6 and growing.
- The city must have no resistors or unhappy citizens.


_______________________________________________________________________________

- - - Chapter III: Beyond The Basics - - - - - - - - - - - - - - - - - - - - -
_______________________________________________________________________________

You now have enough knowledge to play a game of civilization, and have a fair
chance of winning. If you want to define that chance, read the next section,
which will teach you everything about becoming an advanced player.


[1]. Trade Agreements
--------------------------------------------------

In the trade window, various agreements will appear. This section will show you
what each does.


[1]a. Peace Treaty
--------------------------------------------------

This simply states that you and the second party are at peace. When you first
meet a civilization, you are automatically at peace. Peace treaties can be
re-negotiated when you and the second party are at war.


[1]b. Mutual Protection Pact
--------------------------------------------------

A Mutual Protection Pact lasts for 20 turns. Basically, a Mutual Protection
Pact forces you to go to war with anybody the other civilization is at war
with. The advantage is that the other civilization must back you up if you
engage in war.


[1]c. Right Of Passage
--------------------------------------------------

This agreement states that you and the second party may freely travel through
each other's borders, and over each other's land.


[1]d. Military Alliance
--------------------------------------------------

If you and a second party sign a military alliance against a third party, you
both go to war with the third party. This means, that the civilization you
signed the alliance with, will become your ally.


[1]e. Trade Embargo
--------------------------------------------------

A trade embargo means that you and the person you signed the embargo with will
not trade with a third party.


[2]. Science
--------------------------------------------------

Science is the research and discovery of technology. You designate a certain
amount of funds to science, and research technology. The more science funding,
the quicker you climb the tech tree.


[2]a. Technology Tree
--------------------------------------------------

The technology tree can be found on the Science Advisor screen. The tree shows
you which technologies lead to one another, and allows you to set goals.

[2]b. The Ages Of Man
--------------------------------------------------

In the game, there are four ages. The age determines how your cities, units and
even your own personal sprite look. The ages are as follows.

Ancient Times
Middle Ages
Industrial Ages
Modern Times

To advance to the next age, you must research every technology not marked with
a circle and cross. I still recommend you research everything, because the
non-essential technologies usually make wonders available, which in turn brings
culture.


[3]. Espionage
--------------------------------------------------

Espionage is the ability to check up on other civilizations, and find out what
they are doing.


[3]a. Embassies
--------------------------------------------------

When a civilization learns Writing, it can begin to build it's intelligence
network. The first step is to build embassies in rival capital cities. That
done, you can sign Right Of Passage Agreements and Military Alliances against
third parties.

To establish an Embassy, just right click on your capital city, and click
Embassies. Select the civliization you wish to develop an embassy with. Each
civilization has a different cost to create an embassy. I think that sie,
power and culture all factor into this cost, which is usually around 250 gold.

When your empire has developed a sense of Nationalism, you can engage in Mutual
Protection Pacts and Trade Embargos against third parties.

Embassies cost gold from your treasury to build, and diplomatic missions cost
gold to execute.

Build an embassy by clicking the capital city icon after you have learnt
Writing.


[3]b. Intelligence Agency
--------------------------------------------------

Once your civilization has discovered Espionage, you can build the Intelligence
Agency.


[3]c. Espionage Missions
--------------------------------------------------

Investigate City: This allows you to choose a city and look at its production,
garrison and all other factors.

Steal Technology: Obviously, this allows you to steal a technology off another
civilization.

Steal World Map: This allows you to steal the civilization's world map.

The following require you to have a spy within the civilization.

Steal Plans: This shows you the location of all the civilization's troops.

Initiate Propaganda: This makes the citizens of a rival's city want to join
your civilization.

Sabotage Production: This allows you to destroy all shields that a city has
gathered towards a project.

Expose Enemy Mole: If you think that an enemy has planted a spy in your
civilization, use this to expose it.


[4]. Governments
--------------------------------------------------

In Civilization III you must also choose what type of government your
civilization will operate under. This section is to explain all the different
types.

[4]a. Types Of Government
--------------------------------------------------

Anarchy:
Worker Efficiency - 50%
Hurry Method - None
Corruption / Waste - Catastrophic
Draft Rate - 0
Military Police Limit - 0
Unit Support:
Per Town - 0
Per City - 0
Per Metropolis - 0

Anarchy is not so much a system of government as the lack of one. Your
civilization can sink into Anarchy if the government falls from prolonged
civil disorder, or if you sanction a revolution. Anarchy seldom lasts longer
than a few turns, but during that period, corruption and waste are so high that
no production occurs and no taxes are collected; scientific research comes to a
halt as well. There is no improvement maintenance when a civilization is in
Anarchy.

Communism:
Worker Efficiency - 100%
Hurry Method - Forced Labour
Corruption / Waste - Communal
Draft Rate - 3
Military Police Limit - 4
Unit Support:
Per Town - 2
Per City - 4
Per Metropolis - 8

Under Communism, the government is under the hands of a ruling "party",
controlled absolutely by you, the Chairman. Although Communism allows greater
production than Despotism, the system restricts personal freedoms, limiting
commerce. One positive aspect of Communism is its effect on corruption and
waste: all cities suffer the same, limited effects.

Democracy:
Worker Efficiency - 150%
Hurry Method - Pay Citizens
Corruption / Waste - Minimal
Draft Rate - 1
Military Police Limit - 0
Unit Support:
Per Town - 0
Per City - 0
Per Metropolis - 0

You are elected by the people to rule with their interests at heart. And you
are rewarded by increased commerce and production. However, war weariness is a
significant problem and war must be entered into only after much
consideration.

Despotism:
Worker Efficiency - 100%
Hurry Method - Forced Labour
Corruption / Waste - Rampant
Draft Rate - 2
Military Police Limit - 2
Unit Support:
Per Town - 4
Per City - 4
Per Metropolis - 4
In addition, any city production square which produces more than two food,
shields or commerce in a despotic government instead produces one less.

In Despotism, you rule with absolute power over your subjects, usually enforced
by the military. This system has a tendency to minimize individual freedom and
reduce the efficiency of production efforts.

Monarchy:
Worker Efficiency - 100%
Hurry Method - Pay Citizens
Corruption / Waste - Problematic
Draft Rate - 2
Military Police Limit - 3
Unit Support:
Per Town - 2
Per City - 4
Per Metropolis - 8

Monarchs rule with absolute authority, severely limiting personal and economic
freedom of all citizens except nobility and the rich upper-class. However,
there is a sense among the populace that you rule by sanction of the gods (or
God) and this alleviates many of the production problems found in Despotism.
Corruption and Waste are significant, but are ameliorated to an extent by
loyalty to the king.

Republic:
Worker Efficiency - 100%
Hurry Method - Pay Citizens
Corruption / Waste Nuisance
Draft Rate - 1
Military Police Limit - 0
Unit Support:
Per Town - 0
Per City - 0
Per Metropolis - 0

Under a Republic, you rule over autonomous city-states by consent of the people
through representatives. This allows the people substantial personal and
economic freedoms, producing an increase in Commerce. However, your government
is affected by war weariness, which can cause significant civil disorder
problems in times of war, especially if you are the aggressor.

[5]. Exploits
--------------------------------------------------

Exploits are similar to cheats in that they do not break the rules. Exploits
use unit characteristics and knowledge of the game, and are useful ideas.

Scout Resource Denial
=-------------------=

If you choose an Expansionist civilization, and while you are exploring with
your scouts, see a resource that is close to enemy territory, you can fortify
your scout on top of the resource. As long as you are at peace with the other
nation, your scout will stay on the resource even when it is inside a city
radius. This will make it impossible for the other civilization to access that
resource.

Island Block
=----------=

By placing units on each coastal square around an island, another civilization
cannot land on that island until the discovery of marines.

Right Of Passage Abuse
=--------------------=

Sign a Right Of Passage Agreement with another civilization. Then, approach all
of their cities with strong units, and attack all at once.

God Mode
=------=

When saving a game, include the phrase "multi" without the quotation marks, and
reload it. You will be able to see the whole map, as well as alter cities
belonging to other civilizations. This was fixed in version 1.29.

_______________________________________________________________________________

- - - Chapter IV: Strategies - - - - - - - - - - - - - - - - - - - - - - - - -
_______________________________________________________________________________

This next section includes strategies. More strategies will be added over time,
as well as reader submitted strategies.


[1]. Domination/Conquest Strategies
--------------------------------------------------

There are many strategies for domination and conquest victories. Some are
mentioned below.

[1]a. The Steamroller Effect
--------------------------------------------------

The Steamroller Effect is a commonly used term to describe how capturing cities
and defeating nations becomes easier as you progress. Most governments allow
you to support a certain amount of military units per city for free, so the
more cities you capture, the bigger army you can have, and therefore, it will
become easier to steamroll over the map.

[1]b. Beat Them As They Grow
--------------------------------------------------

If at the start of the game, you build several cities, and focus your
production on military units, you can assault enemy cities while they are
growing. Some cities have 1, 2 units or sometimes even none. This means, you
can assign two archers per city, and bring a few spearmen to defend your new
cities, and have eliminated a civilization in the first 50 turns.

[1]c. Be Patient
--------------------------------------------------

The problem with the Steamroller Effect is that progressing too fast leaves you
new cities defenceless. This is a big problem. The best way to fix this is to
bring several defensive units with each batch of soldiers, to guard your cities
once you have captured them.

[2]. Diplomatic Victory Strategies
--------------------------------------------------

The Diplomatic Victory is the easiest victory type. But, you won't win without
a strategy.

[2]a. Get A Seat In the UN
--------------------------------------------------

To win by Diplomatic Victory, you must have a seat in the UN. To do this you
must either:

- Be the nation that builds the UN
- Control 25% of the world's population
- Control 25% of the world's land

The easiest of the three is the first one. To make sure you are the
civilization that builds the UN, be the first to research Fission. Also, use
the Check Opponent Wonder Progress trick outlined in section V[I]. If another
civilization is beating you, sabotage their production (you do have an
Intelligence Agency right?)

[2]b. Win By Bribing
--------------------------------------------------

A few turns before the UN is built, open the trade window, and tribute the
other players as much gold, resources and technologies as you can. Try to get
each nation's attitude towards you Gracious, or at least Polite. If you do
this, you will have a great chance at winning.

[3]. Cultural Victory Strategies
--------------------------------------------------

The Cultural Victory is simple if you know what you are doing.

[3]a. The Cultural Steamroller
--------------------------------------------------

One way to obtain heaps of culture is to have plenty of cities. And a cheap and
hassle free way to obtain cities is to use the Cultural Steamroller. It works
quite similarly to the Steamroller Effect, but your rivals won't fight back.
When the map is full, build your outermost cities as much as possible. If these
large cities are close to small insignificant cities, the small cities will
want to become part of your culturally rich society. Then, you get a free
city.


[3]b. Be Quick When Building
--------------------------------------------------

As soon as a wonder becomes available, you should assign it to a city. The best
way to do this is to be ahead technology wise. But, do not focus only on
wonders, but also city improvements. Nearly all city improvements will add
culture to your city. Also use the Wonder Status Check and Sabotage Production
method to win the race to build a wonder.


[4]. Space Race Victory Strategies
--------------------------------------------------

The Space Race Victory is one of the most interesting, but one of the most
complicated.

Table 13: Space Ship Component Requirements
___________________________________________________________________________
/ Component | Cost | Required Advance| Required Resources \
|----------------------+--------+-----------------+-------------------------|
|Cockpit | 320S | Space Flight | Aluminium |
|Docking Bay | 160S | Space Flight | Aluminium |
|Engine | 640S | Space Flight | Aluminium |
|Exterior Casing | 640S | Synthetic Fibers| Aluminium, Rubber |
|Fuel Cells | 160S | Superconductor | Uranium |
|Life Support System | 320S | Superconductor | Aluminium |
|Planetary Party Lounge| 160S | The Laser | Aluminium |
|Stasis Chamber | 320S | Synthetic Fibers| Aluminium |
|Storage/Supply | 160S | Synthetic Fibers| Aluminium |
|Thrusters | 320S | Satellites | Aluminium |
|______________________|________|_________________|_________________________|

[4]b. Defend The Launch Pad
--------------------------------------------------

When you begin to construct the Space Ship components, your rivals may start to
attack the city where the Apollo Program is built. To prevent this, simply
garrison plenty of defensive units, about 20 or 30.

[5]. General Strategies
--------------------------------------------------

This final section will outline some strategies that can be used in general
game play.

[5]a. Get Rich Quick
--------------------------------------------------

This is a cyclic function. All you must do is be the first to research each
technology by boosting your science rate, and then sell it to other
civilizations, which then brings in more gold. If another civilization does
beat you to a technology, buy it from them, and sell it to everybody else. This
way, you will have plenty of money to support a larger army, or buy resources.

_______________________________________________________________________________

- - - Chapter V: Tips And Tricks - - - - - - - - - - - - - - - - - - - - - - -
_______________________________________________________________________________


[1]. Check Your Opponents Wonder Progress
--------------------------------------------------

In the hotkeys section, I mentioned that the Wonders Of The World screen could
be accessed by pressing F7. Here, you can see the completed and partially build
wonders. When you see a wonder that is Being Constructed, take note of the city.
Now, investigate that city, and you will be able to see how many turns
before that city completes the wonder. If the city will complete the wonder
before yours, sabotage that cities production.

[2]. Cripple AI Research
--------------------------------------------------

Basically, each civilization makes x gold per turn, which they proportionalise
into y research where x=zy. Thus, decreasing x will proportionally decrease y.

To decrease x, trade the AI a lump sum of a gold, for b gold per turn. Make it
such that a=20b+1

For example, trade the AI 201 gold for 10 gold per turn. This means that you
lose 1 gold, but the AI loses research points.

By combining the formulae, assuming b = x, we see that b = zy, therefore
a=20(zy)+1

Basically what this is saying is that the more you give, the more the AI's
science will be affected.

_______________________________________________________________________________

- - - Chapter VI: Frequently Asked Questions - - - - - - - - - - - - - - - - -
_______________________________________________________________________________

This section is basically full of questions I have seen or been asked, and
their answers.

---
(Q) If I enter an era of peace after controlling my own continent I run into
problems when developing too much because the gold/maintenance/corruption
costs. Any suggestions?

(A) Depending on what era you are currently in, build any corruption /
maintenence reducing improvements or wonders. Also, play in a manner where you
purchase technologies from other civs, and sell them to anyone else without
them. If you recieve gold per turn, this can help you with your corruption, by
providing entertainment.

Dont forget:
Resources = Happieness
Improvements + Wonders = Happieness

---

(Q) When establishing a forgotten palace on another continent it takes forever
because these other cities develop much slower. How can I manage cross
continent corruption / gold loss better?

(A) Firstly, build your first city on a coastal tile, unless all of the coastal
tiles are Tundra, Desert or Mountains. Create a Harbour (rush build it), and
your citizens will become happier due to luxuries. If you cannot build a
coastal city, an Airport does the same trick. Then, build your Forbidden
Palace. It may still take 40 or 50 turns, but you can use a Leader to rush
build it.

---

(Q) What is the best strategy for launching a cross continent sea attack?

(A) I am assuming you have researched Magnetism. Build the best transport ships
you can, roughly 15. Load 7 of these with strong attack units, 6 with strong
defenders (to defend your new cities), and the other 2 with Workers (to build
roads and improve terrain. Next, send the boats over to your new city on the
other continent, and begin ro build more units in the same fashion as before.
DO NOT START A WAR YET. Fortify all of these new units in your city (make use
of the workers while you can). Then, send your transport ships back to your
main continent, and load them up again. Now, transport these units to your new
city.

Now, start a war with a civilization without any allies.

You should have no problem capturing their cities. Once the war is over,
connect your new cities to your first city, and work the land for 20 to 30
turns. Now, your cities on this island should be doing almost as well as the
cities on the first.

Don't forget to send more units over from the first island.

---

(Q) When I am trying to find a spot for a settler to settle down on, do I build
on top of a resource or shield or do I always build around the resources or
shield? I am unsure if I lose the shield or item if I build my city on it.

(A) It is up to you. You do not lose the resource, and you still gain all of
the benefits. But, you lose the potential to build improvements thus enhancing
the production of that tile.

---

(Q) I irigated my Grassland and it's still only producing 2 food. Is this a bug?

(A) In Despotism, any production with a value of three or more gets cut down by
one.
[(2+1)-1=2]

---

(Q) What is a Histograph Victory?

(A) If there has not been a winner by 2050, each civilization is ranked by the
average of their scores at the end of each era.

Example

Civilization Score [1] Score [2] Score [3] Score [4] Average Ranking
Romans 250 400 550 1250 612.5 1st
English 240 420 540 1170 592.5 2nd
Zulu 260 450 500 1100 577.5 3rd

S[t]={S[a]+S[b]+S[c]+S[d]}/4

Where:
S[t] = Score
S[a] = Score in Ancient Times
S[b] = Score in Middle Ages
S[c} = Score in Industrial Ages
S[d] = Score in Modern Times


---
(Q) How can I prevent the AI from completing it's Spaceship?

(A) Destroying the nation's capital ruins their work on the Spaceship, meaning
they have to start over.

---

(Q) Why do capturable units sometimes get destroyed, and sometimes captured?

(A) You can only capture a unit if you have the required technological advance
to build them.

---

(Q) What is the formula determining how many units I need to prevent a Culture
Flip.

(A). P=[(F+T)*D*H*(C/c)-G]

or rearranged:
P=[DH(F+T)(C/c)-G]

Where:
P = Probability that it will flip this turn.
F = Number of foreiners(N) with resistors(R) counting as double [F=(N-R)+2R]
T = Working Tiles under foreign control.
D = 2 if foreign civilization culture is higher, 1 otherwise.
[Sample Code] - written in BASIC language.

If Fc > Lc Then
D=2
Else
D=1
End If

Where Fc = foreign Culture, and Lc = Local Culture.
H = .5 for WLTKD, 2 for disorder, 1 otherwise
C = Total Culture of the foreign civilization
c = Total Culture of the foreign civilization
G = Required Garrisson.

This means the formula

G=[DH(F+T)(C/c)]

---

(Q) How is the score calculated?

(A) Basically the score is calculated as follows

S = D(T+2H+C+S)

Where:
S = Score
D = Difficulty
T = Territory
H = Happy Citizens
C = Content Citizens
S = Specialists

There is also a bonus if you finish before 2050.

B = D(2050-F)

Where:
B = Bonus
F = Finish year, negative value if you finish in BC dates
D = Difficulty

Therefore

S=D[(T+2H+C+S)+(2050-F)]



Units
--------------------------------------------------

This section gives a brief overview of all the units in the game. The
section
is broken up like this.

Cost - This is the cost of the unit in shields.
A/D/M(t) - The units Attack/Defence/Movement(transport capacity) values.
(B/R/F) - The units (Bombard/Range/Firing Rate) values.
Required
Advance - The Technological Advance required to build this unit.
Resource - The required resource(s) to build the unit.
Upgrades To - The upgraded form of the unit.

AEGIS Cruiser
=-----------=
Cost: 160
A/D/M(t): 12/10/5*
(B/R/F) 4/2/2
Required
-Advance: Robotics
-Resource: Aluminum, Uranium
Upgrades To: -

Archer
=----=
Cost: 20
A/D/M(t): 2/1/1
(B/R/F) -
Required
-Advance: Warrior Code
-Resource: -
Upgrades To: Longbowman

Artillery
=-------=
Cost: 80
A/D/M(t): 0/0/1
(B/R/F) 12/2/2
Required
-Advance: Replaceable Parts
-Resource: -
Upgrades To: Radar Artillery

Bomber
=-------=
Cost: 100
A/D/M(t): 0/2
(B/R/F) 8/6/3
Required
-Advance: Flight
-Resource: Oil
Upgrades To: -

Bowman (Babylonian)
=----=
Cost: 20
A/D/M(t): 2/2/1
(B/R/F) -
Required
-Advance: Warrior Code
-Resource: -
Upgrades To: Longbowman

Cannon
=----=
Cost: 40
A/D/M(t): 0/0/1
(B/R/F) 8/1/1
Required
-Advance: Matallurgy
-Resource: Iron, Saltpeter
Upgrades To: Artillery

Caravel
=-----=
Cost: 40
A/D/M(t): 1/2/3(3)
(B/R/F) -
Required
-Advance: Astronomy
-Resource: -
Upgrades To: Galleon

Catapault
=-------=
Cost: 20
A/D/M(t): 0/0/1
(B/R/F) 4/1/1
Required
-Advance: Mathematics
-Resource: -
Upgrades To: Cannon

Cavalry
=-----=
Cost: 80
A/D/M(t): 6/3/3*
(B/R/F) -
Required
-Advance: Military Tradition
-Resource: Horses, Saltpeter
Upgrades To: -

Chariot
=-----=
Cost: 20
A/D/M(t): 1/1/2
(B/R/F) -
Required
-Advance: The Wheel
-Resource: Horses
Upgrades To: Horseman

Cossack (Russian)
=-----=
Cost: 80
A/D/M(t): 6/4/3
(B/R/F) -
Required
-Advance: Military Tradition
-Resource: Horses, Saltpeter
Upgrades To: -

Cruise Missile
=------------=
Cost: 60
A/D/M(t): 0/0/1
(B/R/F) 16/2/3
Required
-Advance: Rocketry
-Resource: Aluminum
Upgrades To: -

Destroyer
=-------=
Cost: 120
A/D/M(t): 12/8/5
(B/R/F) 6/1/2
Required
-Advance: Combustion
-Resource: Oil
Upgrades To: -

Explorer
=------=
Cost: 20
Movement: 2
Special: Explorers treat all terrain as Road.


F-15 (American)
=--=
Cost: 100
A/D/M(t): 8/4
(B/R/F) 4/6/2
Required
-Advance: Rocketry
-Resource: Oil, Aluminum
Upgrades To: -

Fighter
=-----=
Cost: 80
A/D/M(t): 4/2
(B/R/F) 2/4/1
Required
-Advance: Flight
-Resource: Oil
Upgrades To: Jet Fighter

Frigate
=-----=
Cost: 60
A/D/M(t): 2/2/4
(B/R/F) 2/1/2
Required
-Advance: Magnetism
-Resource: Iron, Saltpeter
Upgrades To: -

Galleon
=-----=
Cost: 60
A/D/M(t): 1/2/4(4)
(B/R/F) -
Required
-Advance: Magnetism
-Resource: -
Upgrades To: Transport

Galley
=----=
Cost: 30
A/D/M(t): 1/3/1(2)
(B/R/F) -
Required
-Advance: Mapmaking
-Resource: -
Upgrades To: Caravel

Helicopter
=--------=
Cost: 100
A/D/M(t): 0/2/-(1)
(B/R/F) 1/6/1
Required
-Advance: Advanced Flight
-Resource: Oil, Rubber
Upgrades To: -

Hopilite (Greek)
=------=
Cost: 20
A/D/M(t): 1/3/1
(B/R/F) -
Required
-Advance: Bronze Working
-Resource: -
Upgrades To: Musketman

Horseman
=------=
Cost: 30
A/D/M(t): 2/1/2
(B/R/F) -
Required
-Advance: Horseback Riding
-Resource: Horses
Upgrades To: Knight

ICBM
=--=
Cost: 500
Range: Global
Required
-Advance: Satellites
-Resource: Aluminum, Uranium

Immortal (Persia)
=----=
Cost: 30
A/D/M(t): 4/2/1
(B/R/F) -
Required
-Advance: Iron Working
-Resource: Iron
Upgrades To: -

Infantry
=------=
Cost: 90
A/D/M(t): 6/10/1
(B/R/F) -
Required
-Advance: Replaceable Parts
-Resource: Rubber
Upgrades To: Mech Infantry

Impi (Zulu)
=--=
Cost: 20
A/D/M(t): 1/2/2
(B/R/F) -
Required
-Advance: Bronze Working
-Resource: -
Upgrades To: Musketman

Ironclad
=------=
Cost: 80
A/D/M(t): 4/4/4
(B/R/F) 4/1/2
Required
-Advance: Steam Power
-Resource: Coal, Iron
Upgrades To: -

Jaguar Warrior (Aztec)
=------------=
Cost: 10
A/D/M(t): 1/1/2
(B/R/F) -
Required
-Advance: -
-Resource: -
Upgrades To: Swordsman

Jet Fighter
=---------=
Cost: 100
A/D/M(t): 8/4
(B/R/F) 2/6/1
Required
-Advance: Rocketry
-Resource: Oil, Aluminum
Upgrades To: Rifleman

Knight
=----=
Cost: 70
A/D/M(t): 4/3/2
(B/R/F) -
Required
-Advance: Chivalry
-Resource: Horses, Iron
Upgrades To: Cavalry

Leader
=----=
Cost: -
Movement: 3
Special: Requires victorious elite unit (see Unit Promotions).


Legionary (Roman)
=-------=
Cost: 30
A/D/M(t): 3/3/1
(B/R/F) -
Required
-Advance: Iron Working
-Resource: Iron
Upgrades To: Swordsman

Longbowman
=--------=
Cost: 40
A/D/M(t): 4/1/1
(B/R/F) -
Required
-Advance: Invention
-Resource: -
Upgrades To: Swordsman

Man-O-War (English)
=-------=
Cost: 60
A/D/M(t): 3/2/4
(B/R/F) 3/1/2
Required
-Advance: Magnetism
-Resource: Iron, Saltpeter
Upgrades To: Rifleman

Marines
=-----=
Cost: 100
A/D/M(t): 8/6/1*
(B/R/F) -
Required
-Advance: Amphibious Warfare
-Resource: Rubber
Upgrades To: -

Mech Infantry
=-----------=
Cost: 110
A/D/M(t): 12/18/2*
(B/R/F) -
Required
-Advance: Computers
-Resource: Oil, Rubber
Upgrades To: Swordsman

Modern Armour
=-----------=
Cost: 120
A/D/M(t): 24/16/3
(B/R/F) -
Required
-Advance: Synthetic Fibers
-Resource: Oil, Rubber, Aluminum
Upgrades To: -

Mounted Warrior (Iroquois)
=-------------=
Cost: 30
A/D/M(t): 3/1/2
(B/R/F) -
Required
-Advance: Horseback Riding
-Resource: Horses
Upgrades To: Knight

Musketeer (French)
=-------=
Cost: 60
A/D/M(t): 3/4/1
(B/R/F) -
Required
-Advance: Gunpowder
-Resource: Saltpeter
Upgrades To: Rifleman

Musketman
=-------=
Cost: 60
A/D/M(t): 2/4/1
(B/R/F) -
Required
-Advance: Gunpowder
-Resource: Saltpeter
Upgrades To: Rifleman

Nuclear Sub
=---------=
Cost: 140
A/D/M(t): 8/4/4(1 Tactical Nuke)
(B/R/F) -
Required
-Advance: Fission
-Resource: Uranium
Upgrades To: -

Panzer (German)
=----=
Cost: 100
A/D/M(t): 16/8/3
(B/R/F) -
Required
-Advance: Motorized Transport
-Resource: Oil, Rubber
Upgrades To: Modern Armour

Paratrooper
=---------=
Cost: 100
A/D/M(t): 6/8/1*
(B/R/F) -
Required
-Advance: Advanced Flight
-Resource: Oil, Rubber
Upgrades To: -

Pikeman
=-----=
Cost: 30
A/D/M(t): 1/3/1
(B/R/F) -
Required
-Advance: Feudalism
-Resource: -
Upgrades To: -

Privateer
=-------=
Cost: 60
A/D/M(t): 2/1/3
(B/R/F) -
Required
-Advance: Magnetism
-Resource: Iron, Saltpeter
Upgrades To: -

Radar Artillery
=-------------=
Cost: 120
A/D/M(t): 0/0/1*
(B/R/F) 16/2/2
Required
-Advance: Robotics
-Resource: Aluminum
Upgrades To: -

Rider (Chinese)
=---=
Cost: 70
A/D/M(t): 4/3/3
(B/R/F) -
Required
-Advance: Chivalry
-Resource: Horses, Iron
Upgrades To: Cavalry

Rifleman
=------=
Cost: 80
A/D/M(t): 4/6/1
(B/R/F) -
Required
-Advance: Nationalism
-Resource: -
Upgrades To: Infantry

Samurai (Japanese)
=-----=
Cost: 70
A/D/M(t): 4/4/2
(B/R/F) -
Required
-Advance: Chivalry
-Resource: Iron
Upgrades To: Cavalry

Scout
=---=
Cost: 10
Movement: 2
Special: Only available to Expansionist civilizations.


Settler
=-----=
Cost: 30
Movement: 1
Special: Settlers cost 2 population.

Spearman
=-----=
Cost: 20
A/D/M(t): 1/2/1
(B/R/F) -
Required
-Advance: Bronze Working
-Resource: -
Upgrades To: Pikeman

Stealth Bomber
=------------=
Cost: 240
A/D/M(t): 0/0
(B/R/F) 8/8/3
Required
-Advance: Stealth
-Resource: Oil, Aluminium
Upgrades To: -

Stealth Fighter
=-------------=
Cost: 120
A/D/M(t): 0/0
(B/R/F) 4/6/2
Required
-Advance: Stealth
-Resource: Oil, Aluminium
Upgrades To: -

Submarine
=-------=
Cost: 100
A/D/M(t): 8/4/3
(B/R/F) -
Required
-Advance: Mass Production
-Resource: Oil
Upgrades To: -

Swordsman
=-------=
Cost: 30
A/D/M(t): 3/2/1
(B/R/F) -
Required
-Advance: Iron Working
-Resource: Iron
Upgrades To: -

Tactical Nuke
=-----------=
Cost: 300
Range: 6
Required
-Advance: Space Flight
-Resource: Aluminium, Uranium

Tank
=--=
Cost: 100
A/D/M(t): 16/8/2
(B/R/F) -
Required
-Advance: Motorized Transport
-Resource: Oil, Rubber
Upgrades To: Modern Armour

Transport
=-------=
Cost: 100
A/D/M(t): 1/4/5(8)
(B/R/F) -
Required
-Advance: Combustion
-Resource: Oil
Upgrades To: -

War Chariot (Egyptian)
=---------=
Cost: 20
A/D/M(t): 2/1/2
(B/R/F) -
Required
-Advance: The Wheel
-Resource: Horses
Upgrades To: Knight

War Elephant (Indian)
=----------=
Cost: 70
A/D/M(t): 4/3/2
(B/R/F) -
Required
-Advance: Chivalry
-Resource: -
Upgrades To: Cavalry

Warrior
=-----=
Cost: 10
A/D/M(t): 1/1/1
(B/R/F) -
Required
-Advance: -
-Resource: -
Upgrades To: Swordsman

Worker
=----=
Cost: 10
Movement: 1
Special: Workers cost 1 population.

[2]. Small Wonders
--------------------------------------------------

This section provides information on the Small Wonders in Civilization III. The
section is broken up like this.

Cost In Shields - This is the cost of the Wonder in Shields.
Culture Generated - Shows how much culture the Wonder generates per turn.
Maintenance Per Turn - The maintenance cost of the Wonder per turn.
Required
Advance - The Technological Advance required to build this Wonder.
Resource - The required resource(s) to build the Wonder.
Becomes Obsolete - Shows when the Wonder's effects wear off.

Apollo Program
=------------=
Description: Allows you to build the various components of the
space
ship. Thus, it is a vital stepping stone for the Space
Race victory.
Cost In Shields: 500
Culture Generated: 3
Maintenance Per Turn: 0
Required
-Advance: Space Flight
-Resource: Aluminium
Becomes Obsolete: -

Battlefield Medicine
=------------------=
Description: Allows your military units to heal in enemy territory
provided your civilization has at least five hospitals
under it's control.
Cost In Shields: 500
Culture Generated: 4
Maintenance Per Turn: 0
Required
-Advance: -
-Resource: -
Becomes Obsolete: -

Forbidden Palace
=--------------=
Description: Provides the benefits of a second Palace. Your
civilization must control at least eight cities.
Cost In Shields: 300
Culture Generated: 3
Maintenance Per Turn: 0
Required
-Advance: -
-Resource: -
Becomes Obsolete: -

Heroic Epic
=---------=
Description: Increases the odds of a leader appearing as a result of
victorious combat. However, you civilization must have
had a victorious army.
Cost In Shields: 200
Culture Generated: 4
Maintenance Per Turn: 0
Required
-Advance: -
-Resource: -
Becomes Obsolete: -

Intelligence Agency
=-----------------=
Description: Allows the civilizations to conduct Espionage
Missions.
Cost In Shields: 400
Culture Generated: 1
Maintenance Per Turn: 0
Required
-Advance: Espionage
-Resource: -
Becomes Obsolete: -

Iron Works
=--------=
Description: Increases the production of the city in which it is
situated. The city must have both Coal and Iron within
it's radius.
Cost In Shields: 300
Culture Generated: 2
Maintenance Per Turn: 0
Required
-Advance: -
-Resource: Iron, Coal
Becomes Obsolete: -

Military Academy
=--------------=
Description: Your civilization can build armies without a leader.
However, your civilization must have a victorious army.
Cost In Shields: 400
Culture Generated: 2
Maintenance Per Turn: 0
Required
-Advance: Military Tradition
-Resource: -
Becomes Obsolete: -

The Pentagon
=----------=
Description: The capacity of your armies is increased from three to
four. However, to build The Pentagon, you must have at
least three armies.
Cost In Shields: 400
Culture Generated: 1
Maintenance Per Turn: 0
Required
-Advance: -
-Resource: -
Becomes Obsolete: -

Strategic Missile Defence
=-----------------------=
Description: Grants your civilization with a 75% chance of
intercepting ICBMs.
Cost In Shields: 500
Culture Generated: 1
Maintenance Per Turn: 0
Required
-Advance: Integrated Defence
-Resource: -
Becomes Obsolete: -

Wall Street
=---------=
Description: You gain a 5% interest return on your civilization's
treasury each turn, with a maximum of 50 gold per
turn.
Cost In Shields: 400
Culture Generated: 2
Maintenance Per Turn: 0
Required
-Advance: Integrated Defence
-Resource: -
Becomes Obsolete: -

[3]. Wonders Of The World
--------------------------------------------------

This section provides information on all of the Wonders Of The World in
Civilization III. This section is broken up as follows.

Cost In Shields - This is the cost of the Wonder in Shields.
Culture Generated - Shows how much culture the Wonder generates per turn.
Maintenance Per Turn - The maintenance cost of the Wonder per turn.
Required
Advance- The Technological Advance required to build this Wonder
Resource- The required resource(s) to build the Wonder.
Becomes Obsolete - Shows when the Wonder's effects wear off.

The Colossus
=----------=
Description: Can only be built in a coastal city, where each tile
already producing Commerce produces one extra.
Cost In Shields: 200
Culture Generated: 3
Maintenance Per Turn: 0
Required
-Advance: Bronze Working
-Resource: -
Becomes Obsolete: Flight

Copernicus' Observatory
=---------------------=
Description: Scientific Research doubles in the city in which it is
built.
Cost In Shields: 400
Culture Generated: 4
Maintenance Per Turn: 0
Required
-Advance: Astronomy
-Resource: -
Becomes Obsolete: -

Cure For Cancer
=-------------=
Description: Makes one unhappy citizen content in each city.
Cost In Shields: 1000
Culture Generated: 4
Maintenance Per Turn: 0
Required
-Advance: Genetics
-Resource: -
Becomes Obsolete: -

The Great Library
=---------------=
Description: Your civilization automatically obtains a technology
known by at least 2 other known nations.
Cost In Shields: 400
Culture Generated: 6
Maintenance Per Turn: 0
Required
-Advance: Literature
-Resource: -
Becomes Obsolete: Education

The Great Lighthouse
=------------------=
Description: The movement rate of all Naval units is increased by one.
Also, Galleys can travel safely over sea tiles. However,
The Great Lighthouse may only be built in a coastal city.
Cost In Shields: 400
Culture Generated: 2
Maintenance Per Turn: 0
Required
-Advance: Map Making
-Resource: -
Becomes Obsolete: Magnetism

The Great Wall
=------------=
Description: Doubles the effect of all walls in cities which have
them. Also, the combat values of all units are doubled
when they are fighting Barbarians.
Cost In Shields: 200
Culture Generated: 2
Maintenance Per Turn: 0
Required
-Advance: Construction
-Resource: -
Becomes Obsolete: Metallurgy

The Hanging Gardens
=-----------------=
Description: Makes one unhappy citizen content in all cities, and
three unhappy citizens content in the city in which it is
built.
Cost In Shields: 300
Culture Generated: 4
Maintenance Per Turn: 0
Required
-Advance: Monarchy
-Resource: -
Becomes Obsolete: Steam Power

Hoover Dam
=--------=
Description: Grants the effects of a Hydro Plant to each city.
However, the city in which you build Hoover Dam must have
a river within it's radius.
Cost In Shields: 800
Culture Generated: 3
Maintenance Per Turn: 0
Required
-Advance: Electronics
-Resource: -
Becomes Obsolete: -

JS Bach's Cathedral
=-----------------=
Description: Makes two unhappy citizens content in each of your cities
on the same continent.
Cost In Shields: 600
Culture Generated: 5
Maintenance Per Turn: 0
Required
-Advance: Music Theory
-Resource: -
Becomes Obsolete: -

Leonardo's Workshop
=-----------------=
Description: You may upgrade units at half price.
Cost In Shields: 600
Culture Generated: 2
Maintenance Per Turn: 0
Required
-Advance: Invention
-Resource: -
Becomes Obsolete: -

Longevity
=-------=
Description: When one of your cities grows, the population of that
city increases by 2.
Cost In Shields: 1000
Culture Generated: 3
Maintenance Per Turn: 0
Required
-Advance: Genetics
-Resource: -
Becomes Obsolete: -

Megellan's Voyage
=---------------=
Description: Naval unit movement rates are increased by one.
Cost In Shields: 400
Culture Generated: 3
Maintenance Per Turn: 0
Required
-Advance: Navigation
-Resource: -
Becomes Obsolete: -

The Manhattan Project
=-------------------=
Description: Allows all civilizations to construct nuclear weapons.
Cost In Shields: 800
Culture Generated: 2
Maintenance Per Turn: 0
Required
-Advance: Fission
-Resource: Uranium
Becomes Obsolete: -

Newton's University
=-----------------=
Description: Scientific Research is doubled in the city of
construction.
Cost In Shields: 400
Culture Generated: 6
Maintenance Per Turn: 0
Required
-Advance: Theory Of Gravity
-Resource: -
Becomes Obsolete: -

The Pyramids
=----------=
Description: Puts a Granary in each friendly city on the same
continent.
Cost In Shields: 400
Culture Generated: 4
Maintenance Per Turn: 0
Required
-Advance: Masonry
-Resource: -
Becomes Obsolete: -

SETI Program
=----------=
Description: The scientific output of the city in which it was built.
Cost In Shields: 1000
Culture Generated: 3
Maintenance Per Turn: 0
Required
-Advance: Computers
-Resource: -
Becomes Obsolete: -

Shakespeare's Theatre
=-------------------=
Description: Eight unhappy citizens are made content in the city of
construction.
Cost In Shields: 400
Culture Generated: 6
Maintenance Per Turn: 0
Required
-Advance: Free Artistry
-Resource: -
Becomes Obsolete: -

Sistine Chapel
=------------=
Description: The effect of all cathedrals is doubled.
Cost In Shields: 600
Culture Generated: 6
Maintenance Per Turn: 0
Required
-Advance: Theology
-Resource: -
Becomes Obsolete: -

Smith's Trading Company
=---------------------=
Description: Pays all maintenance for trade based improvements.
Cost In Shields: 600
Culture Generated: 3
Maintenance Per Turn: 0
Required
-Advance: Economics
-Resource: -
Becomes Obsolete: -

Sun Tzu's Art Of War
=------------------=
Description: Puts a Barracks in each city on the same continent.
Cost In Shields: 600
Culture Generated: 4
Maintenance Per Turn: 0
Required
-Advance: Feudalism
-Resource: -
Becomes Obsolete: -

Theory Of Education
=-----------------=
Description: Your civilization receives two technological advances
upon completion.
Cost In Shields: 600
Culture Generated: 3
Maintenance Per Turn: 0
Required
-Advance: Scientific Method
-Resource: -
Becomes Obsolete: -

The United Nations
=----------------=
Description: Allows the diplomatic victory. For more information, see
Chapter I, Part [6]b.
Cost In Shields: 1000
Culture Generated: 4
Maintenance Per Turn: 0
Required
-Advance: Fission
-Resource: -
Becomes Obsolete: -

Universal Suffrage
=----------------=
Description: Reduces war weariness in your cities.
Cost In Shields: 800
Culture Generated: 4
Maintenance Per Turn: 0
Required
-Advance: Industrialization
-Resource: -
Becomes Obsolete: -

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