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Walkthroughs of Civilization 3 Strategy Guide

Civilization 3 Strategy Guide Walkthroughs

Civilization 3 Strategy Guide

|_ _ _ _|
| | | | | |
Sid Meier's | | | | | |
Civilization | | | | | |
_| |_| |_| |_
The Complete Strategy Guide
Version 2.4
By Michael Sarich
Released Tuesday 4th Of January 2005
Copyright(C) 2003-2005 Michael Sarich

Table Of Contents

Part I: Welcome
[1]: About The Author
[2]: Document Licence Agreement
[3]: Site Licence Agreement
[4]: Contact Me
[5]: Disclaimer

Part II: About This FAQ
[1]: FAQ Statistics
[2]: Font Check
[3]: Version History

Part III: The Walkthrough

Chapter I: Setting Up A Game
[1]: Welcome To Civilization III
[2]: Creating Your World
a. World Size
b. Land Mass And Water Coverage
c. Climate
d. Temperature
e. Age
f. Barbarians
[3]: Civilization Special Abilities
a. Commercial
b. Expansionist
c. Industrious
d. Militaristic
e. Religious
f. Scientific
[4]: Civilizations
[5]: Choosing A Civilization
[6]: Rules And Victory Conditions
a. Allow Domination Victory
b. Allow Diplomatic Victory
c. Allow Cultural Victory
d. Allow Space Race Victory
e. Allow Conquest Victory
f. Allow Civ Specific Abilities
Chapter II: Game Basics
[1]: How To Play
[2]: Keyboard Shortcuts
[3]: What Are Turns
[4]: Why Is The Screen Mainly Black
[5]: Building A City
[6]: Tiles
[7]: Resources
[8]: Putting Your Workers To Work
a. Worker Actions
[9]: Eliminating The Enemy
[11]:Unit Promotions
[12]:We Love The King Celebrations
Chapter III: Beyond The Basics
[1]: Trade Agreements
a. Peace Treaty
b. Mutual Protection Pact
c. Right Of Passage
d. Military Alliance
e. Trade Embargo
[2]: Science
a. Technology Tree
b. The Ages Of Man
[3]: Espionage
a. Embassies
d. Intelligence Agency
c. Espionage Missions
[4]: Governments
a. Types Of Government
[5]: Exploits
Chapter IV: Strategies
[1]: Domination/Conquest Strategies
a. The Steamroller Effect
b. Beat Them As They Grow
c. Be Patient
[2]: Diplomatic Victory Strategies
a. Get A Seat In the UN
b. Win By Bribing
[3]: Cultural Victory Strategies
a. The Cultural Steamroller
b. Be Quick When Building
[4]: Space Race Victory Strategies
a. Defend The Launch Pad
[5]: General Strategies
a. Get Rich Quick
b. Artillery
Chapter V: Tips And Tricks
[1]: Check Your Opponents Wonder Progress
[2]: Cripple AI Research
Chapter VI: Frequently Asked Questions
Chapter VII: Reader Submissions
[1]: Questions
[2]: Strange Experiences
Chapter VIII: Appendices
[1]: Units
[2]: Small Wonders
[3]: Wonders Of The World
Part IV: Conclusion
[1]: Coming Soon
[2]: Thanks
[3]: Closing

QuickTip: To find sections with specific information, use CTRL+F

Part I: Welcome

Welcome to my Civilization III FAQ. Thank you for choosing this guide, and I
hope it contains the answer to your question. If not, either go to
www.freewebs.com/michaelsarichfaq and click on Contact Me, or Send an E-Mail to
michaelsarich@hotmail.com. Please use the site, as it tells you how to subject
your mail so that my filters send it to the right folder.

[1]: About The Author
My name is Michael Sarich. I am 16 years old, and have been gaming since I was
7. I own a PC, PS, PS2, GB, GBC, GBA, PC, and a NES. I have several guides on
the go at the moment. I welcome all questions from readers, as well as
submissions such as alternate strategies, information and tips.

I can always be contacted at michaelsarich@hotmail.com. However, I would
appreciate it if you went to www.freewebs.com/michaelsarichfaq and clicked on
Contact Me. This page shows you how to subject your message so that my filters
can redirect it to the approprtiate folder. This makes everything easier for me,
you and other people.

[2]: The Story Behind This Guide
This was my first guide, and due to it's sucess, I have written more. My uncle
first introduced me to this game, and when he said "hey Michael come and watch
me play my new game", and I had a look I thought Meh. But I watched, and I
realised what a great game this was.

I am now a strategy game addict and have purchased several Turn Based
Strategies, and a handful of Real Time Strategies too.

| ~~~ ~| [3]: Document License Agreement
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| [Last Updated Tuesday 4th of January 2005] |
| |
| If you wish to read this document, you must agree to the terms and |
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| 1. Anybody is welcome to look at this document, provide they agree to |
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| 3. You may not publish this guide on your website go to |
| www.freewebs.com/michaelsarichfaq and click on Conatct Me. |
| 4. You may not distribute this guide to obtain any personal gain. |
| . |
| /___\ READ THIS GUIDE. |
| ~~~ ~| [4]: Site License Agreement
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| [Last Updated tuesday 4th Of January 2005] |
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| 1. The Document Licence Agreement must be followed. |
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| something else |
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| E-Mail me, so I can change my master copy. |
| 4. If accompanied by a suitable reason, I ask the site to remove the |
| guide, it must comply. |
| . |

The following sites may post this guide:

IGN FAQ's......http://faqs.ign.com

[5]: Contact Me

_______ [4]: Site License Agreement
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| \___/ |________________________________________________________________
|_______| `.
| [Last Updated Tuesday 4th Of January 2005] |
| If you wish to contact me, please send mail to |
| michaelsarich@hotmail.com |
| |
| If you are asking a question, please include "Civilization III" and |
| "Question" in the subject. |
| If you are going to contribute something, please put |
| "Civilization III" and "Contribution" in the subject. |
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| Please follow these guidelines. |
| 1. DO Include the name of the game in the e-mail. Otherwise I may |
| take it as a virus and delete it. |
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| not bob or cyrad5325. This will also prevent duplicate names. |
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| will send an E-mail to your ISP or to the company that provides |
| your E-mail and you could find yourself in serious trouble. |
| 4. DON'T send me rude or insulting messages. Don't forget, I'm a |
| teenager, and you might get a reply. |
| 5. DON'T get frustrated if I don't reply that night. I will reply |
| |
| You can E-mail me for a copy of the latest version, but it would be |
| quicker to go to one of the listed sites. |

[6]: Disclaimer
[Last Updated Sunday 15th of February 2004]

By reading this guide, you automatically agree to these terms.

1. All material in this guide is copyright(c) 2004 Michael Sarich. Any
material found used without my permission is plagiarism, and I won't
tolerate it.
2. If you wish to use all or any part or section of this guide, ask me, and I
will almost always let you, provided you give me credit.
3. THIS GUIDE WILL CONTAIN SPOILERS. If you read this guide, and it ruins the
game for you, you have been warned.
4. All trademarks are the property of their respective owners. I am not
affiliated with any of the companies associated with this game, or any other
related indicia.

Part II: About This FAQ

You are reading Version 2.4 of Michael Sarich's Civilization III Strategy Guide.

_,._____ [1]: FAQ Statistics
| |__ --------------------------------------------------
| | /________________________________________________________________
|________|/ `.
| Civilization III - FAQ/Strategy Guide |
| Author: Michael Sarich (michaelsarich@hotmail.com |
| Website: www.freewebs.com/michaelsarichfaq |
| Version: 2.4 |
| Game: Civilization III |
| Platform: PC |
| Release Date: Unknown |
| Date Created: Sunday 14th Of December 2003 |
| Last Updated: Tuesday 4th Of January 2005 |

_________ [2]: Version History
| _____ | --------------------------------------------------
| |v2.4 | |_________________________________________________________________
| |_____| | `.
|________,' |
| Version 1.0: Released Sunday 14th Of December 2003 |
| Finished all the basic sections of the guide. No reader submissions |
| yet (obviously!) |
| |
| Version 2.0: Released Thursday 8th Of January 2004 |
| Added Neoseeker, IGN and DLH to the list of acceptable sites. |
| Updated the layout to my new style. Also, look for my upcoming |
| Simpsons Hit And Run guide. |
| |
| Version 2.1: Released Thursday 19th Of February 2004 |
| Added the unit and wonders sections. Changed the layout because I |
| realised how ugly the other one was. I have added an Appendices |
| section, with a lot of new information. |
| |
| Version 2.2: Released Sunday 29th Of February 2004 |
| Added more tips and tricks, and an FAQ section. |
| |
| Version 2.3: Released Tuesday 12th Of October 2004 |
| A major change. Added a lot more stuff, including a whole heap of |
| user submissions. The update i've been promising is here. |
| |
| Version 2.4: Released Tuesday 4th Of January 2005 |
| The guide is now over a year old. Changed my layout again, due to |
| constructive advise over at the FAQ Writers boards. Updated a lot of|
| visual stuff, including new art at the top. |

[3]: Other Works By The Author

To view all of my guides, go to www.freewebs.com/michaelsarichfaq, and click on
the FAQ's link.

Civilization III: The Complete Strategy Guide (v2.4) - You Are Reading It

Civilization III: Governments Guide (v1.0) - Major Update Soon

Yu-Gi-Oh - Reshef Of Destruction FAQ/Walkthrough (v1.5) - Minor Update Soon

Grand Theft Auto - San Andreas: FAQ/Walkthrough (v1.31) - Major Update Soon

Part III: The FAQ

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

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

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.

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


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

Attributes: Industrious

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

Build Often: Air Units

Unique Unit: F-15 replaces Jet Fighter


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

Attributes: Militaristic

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

Build Often: Offensive Land Units
Happiness Improvements

Unique Unit: Jaguar Warrior replaces Warrior


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

Attributes: Scientific

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

Build Often: Science Improvements
Culture Improvements

Unique Unit: Bowman replaces Archer


Ruler Name: Chairman Mao (Male)
Colour: Pink

Attributes: Militaristic

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

Build Often: Growth Improvements
Production Improvements
Science Improvements

Unique Unit: Rider replaces Knight


Ruler Name: Queen Cleopatra (Female)
Colour: Yellow

Attributes: Industrious

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

Build Often: Growth Improvements
Production Improvements
Culture Improvements

Unique Unit: War Chariot replaces Chariot


Ruler Name: Queen Elizabeth (Female)
Colour: Orange

Attributes: Expansionist

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

Build Often: Naval Units
Wealth Improvements
Trade Improvements

Unique Unit: Man O War replaces Frigate


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

Attributes: Industrious

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

Build Often: Happiness Improvements
Trade Improvements
Culture Improvements

Unique Unit: Musketeer replaces Musket Man


Ruler Name: Chancellor Bismarck (Male)
Colour: Blue

Attributes: Militaristic

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

Build Often: Offensive Land Units
Science Improvements
Culture Improvements

Unique Unit: Panzer replaces Tank


Ruler Name: King Alexander (Male)
Colour: Green

Attributes: Commercial

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

Build Often: Naval Units
Science Improvements
Culture Improvements
Trade Improvements

Unique Unit: Hoplite replaces Spearman


Ruler Name: Mahatma Gandhi (Male)
Colour: Grey

Attributes: Religious

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

Build Often: Wealth
Growth Improvements
Culture Improvements
Trade Improvements

Unique Unit: War Elephant replaces Knight


Ruler Name: Chief Hiawatha (Male)
Colour: Purple

Attributes: Expansionist

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

Build Often: Happiness Improvements
Exploration Improvements

Unique Unit: Mounted Warrior replaces Horseman


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

Attributes: Militaristic

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

Build Often: Offensive Land Units
Naval Units
Happiness Improvements

Unique Unit: Samurai replaces Knight


Ruler Name: Emperor Xerxes (Male)
Colour: Teal

Attributes: Industrious

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

Build Often: Offensive Land Units
Trade Improvements

Unique Unit: Immortals replaces Swordsman


Ruler Name: Emperor Caesar (Male)
Colour: Red

Attributes: Militaristic

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

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

Unique Unit: Legionaries replace Swordsman


Ruler Name: Czarina Catherine (Female)
Colour: Brown

Attributes: Expansionist

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

Build Often: Air Units
Growth Improvements
Science Improvements

Unique Unit: Cossac replaces Cavalry


Ruler Name: Chief Shaka (Male)
Colour: Black

Attributes: Expansionist

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

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

[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.

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.

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.

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.

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.

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.

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

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.

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.

Type - Bonus Resource

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