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                          CIVILIZATION III for PC
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                                  FAQ (v1.2)
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                      By DENOUEMENT (cgparham757@aol.com)
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DISCLAIMER:
This file is copyright by Denouement (Chris Parham). You may NOT reproduce or
distribute this guide in any manner, electronically or otherwise, without the
express written permission of the author. You may not display this guide on any
page in which there are advertisment banners. Below can be found the list of
sites that are permitted to host this guide. This list can be changed at any
time.

List of acceptable sites:
GameFAQs (www.gamefaqs.com).

List of sites which do NOT have permission:
www.cheats.de

Remember, plagiarism is a crime and is punishable under the law.

Note: You can always find the latest version at GameFAQs, at www.gamefaqs.com
Thanks CJayC!

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E-MAIL POLICY:
I welcome e-mails at cgparham757@aol.com but here are the Do's and the Dont's:

DO send questions not in the FAQ.
DO send questions in text or HTML format.
DO send e-mails with "GameFAQs" in the subject line.
DO send suggestions and corrections, this is not a final guide.
DO tell me if you find this guide on a site where it is not permitted (see
   above).

DON'T send executables.
DON'T send vulgar or inappropriate mail.
DON'T send mail over and over again, I only check it once every day, at most.

I will try to get back to you as soon as possible...unless you did one of the 
"DONTS", in which case your mail will be summarily ignored and ruthlessly 
deleted.

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CONTENTS:

1.   Disclaimer

2.   E-Mail Policy

3.   Contents

4.   Introduction

5.   The Basics
      --System Requirements
      --Patches
      --Returning Players: The Basics
      --Starting A New Game
      --Keyboard Shortcuts

6.   Strategies
      --Choosing A Civilization
      --Early Game Strategy
      --War Doctrine #1: Balance
      --War Doctrine #2: Speed
      --War Doctrine #3: Prolonged Conflict
      --Trading Technologies: Seller, Middleman, and Buyer
      --War in the Ancient Times
      --War in the Middle Ages
      --War in the Industrial Ages
      --War in the Modern Times
      --Leaders and Armies
      --Golden Ages
      --Diplomacy Lesson: World Maps
      --Diplomacy Lesson Three: Rights of Passage
      --Despotic Conquest
      --Scientific Slaughter
      --Strategic Resources
      --Luxury Resources
      --Cultural Calamity
      --Diplomacy Deluxe
      --Diplomatic Warfare
      --Histographic Victory
      --Late-Stage Assault
      --Use the **** Squares
      --Spaceship Launch
      --Hide Out
      --Divide & Conquer
      --Super Science City
      --Quick Aztec Ploy
      --The Rock
      --The Culture Push
      --Big Bullseye Empire
      --Tessallation
      --Terrain Bonus #1: Land Bridges
      --Terrain Bonus #2: Isthmus/Canal
      --Score Boosting

      
7.   Tribes (alphabetized)
      
8.   Units (alphabetized)
     
9.   Improvements (alphabetized)
     
10.  Wonders (alphabetized)
   
11.  Technologies (listed in approximate order of discovery)

12.  Other Topics
      --Victory Types: Specific Requirements
      --City Populations Data Table
      --Terrain & Terrain Improvements
      --Governments
      --Combat Calculation
      --Cultural Borders
      --Calculating the Score
      --Civilization III Editor
      --Cheats

13.  FAQs
      --Which form of government is the best?
      --Why is this game so slow?
      --How do I build embassies and/or plant spies?
      --I need [insert resource here]? Where can I find this?
      --My resource disappeared! Is my game messed up?
      --This unit has won so many battles! Why won't it reach Elite?
      --Which civs are the most fun to play?
      --Finally, what can I expect from the Civilization III expansion?

14.  All Play The World Info
     
15.  Closing Statement

16.  Acknowledgements/Postscript

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INTRODUCTION
This guide is for Civilization III, a PC game produced by Sid Meier and his
Firaxis development company. Civilization is one of the oldest current strategy
series on the market. Civilization I and Civilization II's numerous 
incarnations can in some ways be regarded as the "first generation" of the
Civilization series. Civ III takes the game to a new level of graphics, scale,
and gameplay. This guide covers strategies, plus detailed coverage of units,
tribes, improvements, and wonders.

The first section, "The Basics," introduces you to the game and especially
lets Civ I and Civ II players know what has changed and what is still the same
in this game. It also gives a helpful list of keyboard shortcuts.

The second section, "Strategies," offers many helpful tips, hints and game
plans for Civ III. Hopefully these will help you win more of your games. If you
have any of your own strategies, feel free to e-mail them.

The other sections cover various aspects of the game, giving detailed
information on units, improvements, etc. The most interesting of these sections
is "Other Topics," which covers some often overlooked aspects of the game.
The very last section answers some frequently asked questions.

Finally, if there is anything you don't get out of this guide, there is an
awesome website at www.civfanatics.com that should answer any and all of your
queries. Enjoy the guide!

VERSION HISTORY
Version 1.0 : The basic guide is completed and sumbitted.
Version 1.x : Various updates and additions to the guide, some sections have
              added material, some unfinished sections completed.
Version 2.0 : Some updated material added concerning the new Play The World
              expansion pack. (upcoming)
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THE BASICS
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VERSIONS
Collector's Edition comes in a metal case, with the game and manual, a 
"Making of" video, and an advances tree poster.

Standard Edition includes the game and manual.

SYSTEM REQUIREMENTS
CPU: Pentium II 300 MHz or better (required)
                500 MHz or better (recommended)
Memory: 32 MB RAM
Free Disk Space: 500 MB (minimum)
                 700 MB (full install)
CD-ROM: 4X
Video Card: Must be DirectX 8.0A compatible
Sound Card: Must be DirectX 8.0A compatible
Operating System: Windows 95 or higher

PATCHES
The latest patch released for Civilization III (Windows/PC) is the v1.21f
patch, released for download on 4/18/2002. It can be downloaded from the
official Civ III website, < http://www.civ3.com >.

RETURNING PLAYERS: WHAT'S NEW
Returning players from Civilization I or II will certainly have a good sense 
of what's going on in Civ III, but many important players. For those who are 
new to the game this will serve as a short introduction to the rules.
     Civilizations-there are sixteen-now have specific abilities determined 
by things called "Attributes." Each tribe has two attributes of a possible 
six. Each civilization also has one unique unit that only it can build, with 
special abilities or increased stats. (See the Tribes section for details.)
     Resources work in a completely new way. They have been divided into 
three categories. Strategic resources are needed to build some city 
improvements, and most military units. Luxury resources play a key role in 
keeping your population happy. Bonus resources play the same role as 
resources in Civ II, just benefiting the city's production. The fight to 
secure resource squares is a big part of Civilization III.
     Culture is a completely new concept to the game, which reflects the 
impact your civilization has on people. Cities accumulate culture through 
building and maintaining such improvements as the Temple, Library, 
University, Cathedral, etc. Increased culture expands the influence of that 
city, which in turn helps to expand your national borders.
     Fundamentalism is gone. Obviously, this makes the game just a little 
more balanced. (Fundamentalist government basically guaranteed victory in Civ 
II if you knew how to play it.)
     There are new ways to win the game. Domination victory is basically a 
pre-emptive version of regular conquest victory, saying that your lead is so 
massive that, given time, you would inevitably win the game. Diplomatic 
victory comes back from Sid Meier's Alpha Centauri. Finally, Cultural victory 
is achieved when you reach a certain level of cultural domination, and does 
not necessarily require any warfare. Conquest (defeat all rivals), Spaceship, 
and regular Score victories also return.
     Slight changes have been made to the units of the game. Obsolete units 
can now be upgraded, and instead of having home cities, units are supported 
by the nation as a whole. The functions of the Settler have been divided into 
two units: the Settler, and the Worker. Units that are gone include the 
Caravan, Freight, and Engineer. The most significant new units are Leaders 
and Armies, which allow you to combine the power of your units into 
devastating columns of firepower.

STARTING A NEW GAME
When you open up Civilization III, you have a number of options. Choose New 
Game or Load Game to start a new game, or load one you started earlier. At 
the New Game screen, you are first asked to choose options that will 
determine what kind of world you play on. The most significant attribute is 
size. This will determine not only the length of the game, but will also have 
a big effect on the style of play that develops. Tiny world maps will 
probably involve fierce fighting throughout the game and are likely to end by 
conquest or domination victory. Huge maps, on the other hand, are more suited 
to a cultural or diplomatic victory. Standard maps provide a balanced style 
of play.
     The other land attributes also have an impact on play. The choice 
between Pangaea, Continents, and Archipelago is the second most important 
choice; it determines the ease with which other civs can reach you, and also 
the ease with which you can reach them. If you like fighting, Pangaea will 
provide you with lots of opportunity for war; Archipelago is perfect for 
peaceniks; and again, Continents will provide a balanced style of play. The 
other choices are pretty unimportant, but I usually choose Moderate wetness, 
Warm temperature, and 5 billion years age. This produces a good map with lots 
of grassland and plains and not too much impassable territory. It's a good 
choice for beginners to start with.
     On the next game creation screen is the Civilizations setup. Choose your 
civ; you can rename it and its leader to anything you like, so choose based 
on the civ characteristics. Also, select the number of opponents you wish to 
face, and either specify the civs you want to play against or set them to 
Random. Then, you are ready to start your game!

KEYBOARD SHORTCUTS

UNIT MOVEMENT
Move North                           Up Arrow       OR  Keypad 8
Move Northeast                       Page Up        OR  Keypad 9
Move East                            Right Arrow    OR  Keypad 6
Move Southeast                       Page Down      OR  Keypad 3
Move South                           Down Arrow     OR  Keypad 2
Move Southwest                       End            OR  Keypad 1
Move West                            Left Arrow     OR  Keypad 4
Move Northwest                       Home           OR  Keypad 7

UNIT ORDERS
Airdrop                              A
Airlift                              T
Air Superiority Mission              S
Automate Worker                      A
Automate Worker (Virgin Terrain)     Shift + A
Automate Worker (City-Specific)      Shift + I
Automate Worker (Clean Pollution)    Shift + P
Automate Worker (Clear Forests)      Shift + F
Automate Worker (Clear Jungles)      Shift + J
Bombard                              B
Bombing Mission                      B
Build Army/City/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 Build Colony     Ctrl + B
Clean Pollution                      Shift + C
Clear Forests/Jungles                Shift + C
Disband                              D
Explore                              E
Fortify                              F
Go To                                G
Hurry Improvement                    Ctrl + H
Irrigate                             I
Irrigate to City                     Ctrl + I
Join City                            B
Pillage                              P
Plant Forest                         N
Re-base                              Shift + R
Recon Mission                        R
Skip Turn                            Space
Trade Network                        Ctrl + N
Unload/Load                          L
Upgrade                              U
Upgrade All Similar Units            Shift + U
Wait/Delay                           W              OR  Tab

CITY SCREEN
Add to queue                         Shift + (Click)
Save this queue as default           Shift + Q
Load default queue                   Q
Remove item from queue               Delete + (Click)
Delete queue                         Shift + Delete

WORLD MAP
Activate Diplomacy Screen            Shift + D
Activate Espionage Screen            E
Activate Governments selection       Shift + G
Activate Mobilization options        Shift + M
Center screen on active unit         C
Center to capital                    H
City Locator                         Shift + L
Create Embassy                       Ctrl + E
Create Spy                           Ctrl + Shift + E
End Turn                             Shift + Enter
Toggle extra displays on/off         Delete
Toggle zoom level                    Z
View "clean" map                     Shift + Ctrl + M
View Preferences Menu                Ctrl + P

ADVISORS
Foreign: Change portrait             Shift + (Right click)
Foreign: Check Civilopedia           (Right click)
Science: Add/Remove from Queue       Shift + (Click)

HOTKEYS
F1                                   Domestic Advisor
F2                                   Trade Advisor
F3                                   Military Advisor
F4                                   Foreign Advisor
F5                                   Cultural Advisor
F6                                   Science Advisor
F7                                   Wonders Summary Screen
F8                                   Histograph
F9                                   Palace View
F10                                  Spaceship Status
F11                                  Demographics
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STRATEGIES
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CHOOSING A CIVILIZATION
Choosing your tribe in Civilization III is one of the most important 
decisions you will make in the game; it is irrevocable, and it is of huge 
importance to how your game will unfold. The TRIBES section later in this FAQ 
covers each of Civilization III's sixteen tribes in detail. Here, we will 
discuss the main features that separate Civs from one another. One of the 
most obvious differences between tribes are their unique units. These give a 
slightly different flavor to each army and can provide cultures with timely 
boosts during the era of their special unit. However, the most important 
factors swaying your choice of tribe should be the Civilization Bonuses.
     Each tribe has two of these six special bonuses that determine the 
personality of that tribe and generally determine which tribes are suited to 
which styles of game play. The six characteristics are: Militaristic; 
Religious; Expansionist; Industrious; Commercial; and Scientific.
     Militaristic is one of the strongest attributes to have for your tribe. 
First, production of military structures, such as Barracks, City Walls, 
Coastal Fortresses, and SAM Batteries, is easier to undertake since these 
structures only take half the time to build. Their units have a greater 
chance to "Promote" after a battle, that is for a Regular Unit to become 
Veteran or Veteran to reach Elite level. Finally, these civs produce more 
Great Leaders after victories. The added leader production is a great aspect 
for these tribes; this allows you to build armies if you need them, but also 
allows you to speed the production of Wonders. All in all Militaristic is one 
of the best attributes.
     Religious is another characteristic with many positive effects tied to 
it. As with the militaristic tribes, they can build the religion oriented 
City Improvements at half cost: Temple, and Cathedral. Best of all, they 
change their form of government with only one turn of Anarchy intervening. 
For a strategy like Despotic Conquest, where you may be looking at a crucial 
change into Democracy, Religious is a decent quality. For a game plan like 
Democratic Warfare, however, Religious is excellent. If Democracy becomes too 
much for your Empire to handle, the shift down to Republic is easy; but at 
the same time, speeding the production of Temples and Cathedrals will keep 
your people happy and thus stave off war weariness. Religious is an effective 
bonus, but you will find others that are stronger.
     Expansionist is a weaker attribute, in fact possibly the weakest. The 
primary effect of this bonus is that you get a third unit to start the game: 
a Scout unit, which has a two movement rate and is ideal for exploring. The 
biggest plus of this is that it will allow you to reach resources faster, and 
hopefully get cities or colonies built on them. You can also build more 
Scouts later. However, while this ability can get you out to a good start in 
the early game, the Scout is frankly a pretty useless unit. (Actually, if you 
want to balance it out a little, it's kind of a good rule change to give 
Scouts the "Build Colony" worker ability. This makes Expansionist a little 
more worthwhile.) On the whole, however, Expansionist is the worst Civ Bonus.
     The fourth bonus is Industrious, which is one of the three strongest 
attributes. Early in the game, you will notice that workers work faster under 
Industrious Civs. This means that, while Expansionist civs might be the first 
to find resources, Industrious Civs will often be the first to get there and 
link them up to the empire, and thus reap the benefit. The faster workers 
will give you a boost throughout the game, as this lead in infrastructure 
will increase production of food, shields, and trade in all your cities. 
Later in the game, the large cities of an Industrial Civ will produce extra 
shields of production, an excellent effect in that it might allow you to 
build a unit in 4 turns, where previously it took five. Those extra shields 
are also multiplied by such improvements as Factories, etc. However, note 
that extra production can be a two-edged sword: pollution will increase as 
well. Luckily you have speedy workers to clean up that pollution. I would 
rank Industrious is one of the three best civilization attributes.
     The fifth attribute is the Commercial quality, representing a nation 
centered on trade and wealth. As large Industrious cities get more shields 
from large cities, large Commercial cities receive bonus commerce, and thus 
bonus gold or science. Corruption is also reduced, which could be an 
amazingly nice effect, but actually turns out to be rather mediocre. There is 
a noticeable difference in large cities, but typically these cities are close 
to the center of the empire and don't suffer much corruption anyway, so the 
difference is from, say 30 gold to 40. On the other hand, the small fringe 
cities that produce one gold and one shield without the Commercial bonus, 
produce exactly the same thing under the Commercial Bonus. Thus, Commercial 
fails to stop corruption and waste where it hurts the most. I would rate the 
Commercial bonus as the second worst civ ability.
     Scientific is the last, and in my opinion the best Civilization Bonus. 
In these civilizations, scientific structures, such as the Library, 
University, and Research Lab, can be built at half price. This is a huge 
bonus: not only is your science output increased, but it increases your 
culture as well, since Library and University are two of the best Culture 
buildings. The best part of the Scientific attribute, however, is that you 
receive a free technological advance at the start of each Age, for a total of 
three free advances throughout the game. At crucial times throughout the game 
you are given an extra boost by the discovery of a free advance. Between this 
and your lead in Science-producing buildings, you should be able to dominate 
the scientific field, and this can help solve all your problems. Gold? Just 
sell your techs to other cultures; often you can pull in 20-30 gold per turn 
for a good technology. As you can see, science influences all aspects of the 
game. Scientific is an attribute well suited to all types of victory, and in 
my mind is the attribute that will most help your civ.
     Anyway, you should use your knowledge of these attributes to choose a 
Civilization that is ideal for your needs and style of play. Any civ can be 
victorious if played well, but here are the top five Civs in my opinion. With 
any of these, victory should be fairly easy to attain: Persians, Germans, 
Babylonians, Chinese, Aztecs. Note, however, that for attributes and unique 
units to come into play at all, "Civ Specific Abilities" must be turned on in 
the game setup (its default position is on). If you turn it off, the only 
difference between civilizations will be the appearance.

EARLY GAME STRATEGY
You have many obvious goals in the early part of the game and it is often 
difficult to balance and reconcile them. But there are some general 
strategies you can follow in the first 50 turns that will help ensure a solid 
position in the middle game and beyond.
     Found your capital on turn one. A big mistake people make is looking 
around for an "ideal" spot with you Settler. But the game usually starts you 
at a decent location. Obviously, there are exceptions; if you start one turn 
from the ocean and you really want your capital to be coastal (perhaps the 
map is archipelago style), go ahead and move it to the sea. But these 
exceptions are rare. Your worker should choose an adjacent grassland or 
plains square and improve it; on plains, build irrigation, and on grassland 
build mines. The ideal first worker action is to mine a "shield" grassland 
square. This will give you a quick two shield/two food production. Note that 
there is no point in irrigating grassland at this point; your government is 
despotism and thus that third food will be wasted. Also wasteful is saving 
gold at this time; you can't use it to rush, and can't talk to other civs and 
buy stuff with it. So put all your trade into science. Generally you want to 
immediately research up to Iron Working; if you start with Bronze Working it 
gives you a little extra boost here.
     Meanwhile your city should be building an immediate Warrior for scouting 
purposes. Send him out to grab some goody huts and get a sense of the lay of 
the land. After this Warrior is built, build another and fortify in the city. 
By this time your city will be at size two and should be producing six food 
and two to three shields at least. Now build the granary. By the time it's 
done, your scouting Warrior should have spotted several great city locations, 
not right next to your capital but not too far. (See THE BULLSEYE EMPIRE 
below for a tip on where to put your first few cities.) Anyway, after 
building the Granary your city will have size of around 4-5, send your worker 
out to begin building a road to one of those city spots you found. Build 
Settler and ship out to found a city there. Now your capital will essentially 
alternate between Settlers, Warriors, one or two Spearmen to fortify in the 
capital, and a few Workers. The Granary will allow your population to recover 
quickly from the building of a Settler or Worker. After three or four 
Settlers have been produced, you will most likely need to build the Temple; 
after it's done your capital is pretty much finished its current role in 
expansion. Set it to build either the Pyramids, by far the most important 
wonder at this stage. Meanwhile border cities should get up to level with 
Granaries as explained above, then build Settlers. Using this strategy, you 
will notice that you start slow; probably the first "XXXX completes his great 
history.." will rate you poorly. But once the first round of expansion cities 
begin building Settlers, I can assure you that your empire will begin to grow 
explosively. Good-sized cities with Granaries can churn out Settlers much 
more effectively than cities that have to work themselves up to population 
three only to drop back down to minimum size.
	One final point is the question of how often your conscience will allow
you to reload and try something again for a better result. Usually I restart
the initial map a few times to get something nice--I refuse to doom myself by
putting my capital on a flood plain and ensuring riots by turn three. But you
can also restart to get a better goody hut, and doing this can have a wild
impact on your speed of expansion (if you're getting techs and settlers from
every goody hut). But most players consider this cheating, you should do this
at your own risk of feeling guilty.

WAR DOCTRINE #1: BALANCE
Luck favors the prepared warrior.-Sun Tzu
Balance is essential in fighting. There are a number of areas in which 
balance is necessary. First, you should have a good balance between your 
invading force and your stay-at-home defensive forces. The worst mistake you 
can make in preparing to initiate combat is to leave your cities poorly 
defended. If you lose a war, and have defenses, you can get up and move on, 
but if you lose and are defenseless, you will be wiped out by an angry enemy 
who is seeking blood.
     Furthermore, within your offensive force you ought to have a balance of 
different types of units. There are some ages of the game where one unit is 
so good that it can comprise essentially all of your force. Examples are the 
age of Knights and the age of Tanks and Modern Armor. However, during much of 
the early game, units are good for only one thing, and have either attack 
power, defensive power, or speed. In general you should have three waves to 
any attack. The first wave, by speed units, should concentrate on pillaging 
and capturing enemy workers. If these units have a decent attack value, they 
can attempt to seize border cities; this will be a benefit since the upcoming 
waves will now be able to use the roads surrounding these cities, since they 
are no longer within enemy borders. Wave two is your heavy attack wave, for 
instance Swordsmen. They will be the ones to take the better defended enemy 
cities. Right behind them, should be a wave of defensive units like Spearmen 
or Pikemen. Such units move at about the same speed as the attack units, so 
they should have no trouble keeping up. Once it seems that your offensive is 
stalling, move all your units back into the captured territory and 
consolidate. Even if you can't defeat an enemy outright, he will be severely 
weakened and will be forced to accept a peace treaty; it will be better to go 
this route that to overextend yourself and end up with a mess on your hands.

WAR DOCTRINE #2: SPEED
Speed is the essence of war.-Sun Tzu
This quote from Sun Tzu indicates an important point of warfare in 
Civilization games. Speed is perhaps the most valuable attribute a unit can 
have. There are two elements to speed. The first is the speed or your units, 
and this is actually the less important factor, since the speed of units is 
pretty much immutable. Of course, it's good to have some fast units, like 
Horsemen, Cavalry, etc., in your forces, but not to the point of excluding 
more powerful units. The main element of speed you must maintain is the 
ability to put your forces at a crisis site quickly. Often, you will be 
completely at peace and then an attack will come from nowhere. In this case 
you need to move quickly to respond, and there are a number of ways to ensure 
you can do this. The first is to keep your forces spread throughout your 
empire. I usually only have two or three cities building units, but after 
they are built I move them to all corners of my territory. The second part of 
this is, build lots of roads and railroads. From the beginning, you should be 
maintaining roads throughout your Empire, connecting the new cities that you 
are building. Once you invent the railroad, concentrate you workers on 
connecting all cities by rail. This will allow your response to any attack to 
be immediate. The more roads and rails you build, the better off you will be 
in a defensive war, since these features are available to you but not to your 
attacker.
 
WAR DOCTRINE #3: PROLONGED CONFLICT
Most wars in Civ III end quickly, or quickly become one sided and just take a 
long time to mop up. However, in some cases, you will actually have to fight 
a long conflict with an enemy. This can be especially true of an 
intercontinental conflict; maybe you took care of all his cities on this side 
of the ocean, but his main empire is over on t'other. There are two main 
problems with a drawn out conflict. One, if you are in a representative 
government and you started the war, is war weariness, but that will be 
discussed later. The other problem is actually fighting the war. Here are 
some tips. First, if you can get units into enemy territory take the chance 
to pillage. This will cause lasting damage to the opponent and will 
eventually wear them down, even if you are only able to destroy irrigation or 
mining. If you are able to cut off a valuable resource, this can be a 
crushing blow to your enemy. Second, this war is probably going to be a long
war, so don't try to hurry the preparation. Take the time to assemble forces
and seize an adequete beachhead, rush an airport if possible (which brings
your armies to his doorstep VERY quickly), and protect your advances.

TRADING TECHNOLOGIES: SELLER, MIDDLEMAN, BUYER
Assuming the world is at peace and looks to stay that way, it is probably a 
good time to start trading technologies. There are three situations you can 
be in where selling and buying technologies is effective; first, the best 
position, the Seller. To be the seller, you must be leading the technological 
race, and in this area Scientific civs have a big advantage. If you can get 
one or two tech steps ahead of all the others, feel free to sell around. The 
key facet of acting as a Seller, is to be sure to sell to every civ, no 
matter what they offer. Say you give Electricity to the Egyptians for 40 gold 
per turn, a very decent sum. Now go to the Romans, and they just offer you 40 
gold, one time deal. This might seem bad, but take it, because if you don't 
the Egyptians will just turn around and sell it to the Romans, and you'll 
miss out on a possible 40 gold. Thus, you can sell the same technology to up 
to 15 civilizations: while you are still in the lead technology-wise, you 
might have picked up a 1000 or so gold, with an extra 400 each turn! Once 
those deals run out, go ahead and sell round another tech.
     The next position is Middleman, a decent position that lets you have 
some fun. In this setup, you are in second or third place. A few civs are 
ahead of you in science, but many others are behind. Here, you buy from the 
civs ahead of you, and sell to the ones behind. This way, you offset your 
loss or even make a profit for yourself. If you want, you can do this all 
game long: set your science rate to zero, and use the Middleman strategy to 
keep yourself in the Science race. While you can't get ahead, your 100% tax 
rate will give you ridiculous funds.
     The final position is Buyer. If you're behind in technology, it's tough 
to know how to play it, but I recommend snapping up military techs from 
friendly civs and then trying to expand by attack neighbors. If you're behind 
in science, you're probably behind in score and other factors as well, so 
military domination might be your only way out. :(

WAR IN ANCIENT TIMES (FIRST ERA)
War at this level of the game can be one of two things. First, if you catch 
someone with their pants down very early on, or vice versa, you can deliver a 
killing blow and destroy a civilization in a single turn. Or, later on in the 
age, wars will take forever as your units creep across the landscape. 
Basically, the strategy in this era is very limited. Just keep your cities 
well defended with Spearmen, and try to have at least two units in every 
border city. Offensively, concentrate on one point of the enemy empire, and 
send your full force of Horsemen at it. Horsemen are about the only 
worthwhile offensive unit in the age. Just take one city at a time, with an 
eye toward territory and resources.

WAR IN THE MIDDLE AGES (SECOND ERA)
The Middle Ages will probably be the most eventful era of warfare. 
Civilizations will be trying to secure resources like Iron, Saltpeter, and 
Coal, and borders will also be rubbing up causing tensions. Defense is as 
always a priority; each city on your border should have two of the best 
defensive unit available. However, the Middle Ages should be a time when you 
turn your eye to offense as well.
     Knights will allow you to have a potent offensive force. This is one 
time of the game when you can easily attack an enemy along a whole front, so 
wars will be on a large scale. If you decide you want to expand your borders 
or grab a resource, the first step is to build up your forces. A good 
attacking army will contain a mixture of Longbowman and Knights, along with 
some defensive units to protect the archers. Longbowmen are for attacking 
enemy troops and cities, and your Knights can run around causing general 
havoc. Just maintain your lines (i.e. don't let your enemy get behind you) 
and you should be able to advance en masse toward victory.

WAR IN THE INDUSTRIAL AGES (THIRD ERA)
The Industrial Age provides a bit of a respite from attack in most cases. The 
reason for this is that while Infantry, a 6/10 unit, is developed very early 
in this age, for most of the age the best normal offensive unit is the 
Cavalry, which is only 6/3. As you can see, defensive units have a great 
advantage here, and in fact a defensive unit is also the strongest offensive 
unit! (NOTE: For these purposes, the development of the tank begins the 
modern age of warfare. After the development of the tank, which happens about 
the same time as air power is developed, there is little change to warfare 
tactics except the possible introduction of nuclear weapons.)
     To combat these strong defensive units, the Industrial Age is the age of 
artillery. Stacks of Artillery will blast open enemy defenses and will allow 
your Cavalry to march into cities with little problem. Strategically, this is 
a return to the Ancient Age-you will probably go after one city at a time, 
first shelling it into submission and then sending in Cavalry. A good 
railroad network is also a must in this Age; it helps on both offense and 
defense.

WAR IN MODERN TIMES (FOURTH ERA)
In most games, the Modern Era will be the time of peace. By this time, 
Democracy is the form of government for most civs, and war will produce many 
undesirable side effects. Many resource sites, which could easily be snapped 
up during other ages, will now be irrelevant, and others will be heavily 
defended. Basically wars will rarely spring up for "natural" reasons...most 
wars will be the ones initiated by you, in order to make up lost ground, 
finish off a domination victory, or whatever. War is tough in the time period 
and requires more strategy and tactics than in other periods. Once your 
enemy's largest cities are defended by Mech Infantries, it is difficult to 
take them by any means. However, two important factors in your favor to be 
aware of are Precision Bombing and artillery assaults. When trying to take a 
large metropolis, it pays to bombard it first. That means you need to cut it 
off from the rest of its empire using your ground forces, and then assault it 
with Battleships (if near water), Artillery and Radar Artillery, and planes. 
You will have two goals. First, destroy improvements in the city. Barracks 
and happiness improvements are the most important to take out, since Barracks 
allows enemy units to heal fully between your attack turns, making it tough 
to take the city, and destroying happiness installations will drive the city 
into disorder, thus preventing him from rebuilding the barracks. Second, you 
want to take down the population a little bit, hopefully getting it down to 
11 or lower. (Cities 6-11 receive a 50% defensive bonus for garrisoned units, 
but ones with 12 plus receive 100%.) Once you've bombarded the city a little 
to soften it up (or if you have time, taken all defenders down to 1 HP) go in 
with your units and take it. Advance will probably be made slowly in the 
modern age, and in this time period it often pays to raze captured cities 
unless you hope to make peace. Dealing with ten or twelve resisters can be 
tough and you don't want a city reverting back as soon as the war's over.

LEADERS AND ARMIES
Leaders are a key part of Civilization III. Great Leaders are a special unit 
that is sometimes produced when one of your elite units win a battle. They 
have two excellent abilities. First, they can form an Army, which is a 
collection of units linked to work better together. Second, they can finish 
any improvement in any of your cities, including Wonders.
     When you get a Leader, you first job is to get it off the battlefield as 
quickly as possible and into one of your cities. It has a 0/0 attack and 
defense rating so this is vital. Also, you want to use each Leader as quickly 
as possible, to make room for a new leader to possibly arise. Not that the 
chance of an Elite unit's victory producing a Leader is 1/16; with the Heroic 
Epic small wonder it becomes 1/12. So Leaders will be few and far between.
     The first leader should be used to build an army as quickly as possible. 
Two vital wonders ride on you having had a victorious army; thus you will 
want to immediately win a battle with your new army. You can then build the 
Heroic Epic and, if you have discovered Military Tradition, the Military 
Academy. Generally, all subsequent Leaders should be used to rush Wonders. 
The rush ability of Leaders is a huge potential for the game to swing in your 
favor and cannot be missed. 

GOLDEN AGES
The value of the Golden Age to a civilization cannot be underestimated. Timed 
and planned correctly, the dawn of a Golden Age can propel a nation from the 
bottom of the standings all the way to the top, and a civ that is leading 
when it enters a Golden Age will emerge from it with a huge advantage. 
However, the Golden Age is but twenty turns out of the 540 turns in a full 
game lasting until 2050. To get the most out of it you need to plan ahead and 
prepare your cities.
     First, you need to have your civilization's unique unit on hand. It 
needs to win a battle to initiate you GA, but this should not be a problem, 
just send two or three at an undefended city. More important is when to do 
this. The ideal time for the GA is about the middle of the Middle Ages. At 
this time, vital Wonders are just being discovered, and you can use the extra 
production to grab these Wonders (JS Bach's, Sistine, Sun Tzu's Art) before 
the AI does. That's the best time for a production GA. The other thing you 
can do with your Golden Age is use the extra production to initiate war. If 
doing so, anytime in the Ancient to Middle will do; avoid Industrial as 
Riflemen and Infantry will be difficult to overcome, even with many units. 
The best use of a GA war is to grab a vital resource that you don't possess 
and don't want to buy, especially Coal; if you haven't used a Golden Age, and 
when you invent Steam Power realize that you have no Coal, immediately 
leverage your Golden Age to acquire this vital resource.

DIPLOMACY LESSON: WORLD MAPS
I honestly believe that the game puts excess value on World Maps early in the 
game, and you can use this fact to build up a substantial lead in gold and 
techs by giving away your World Map, especially if you are exploring 
extensively. There is no reason not to give away your map, unless you know 
the location of a vital resource but don't have a Settler there yet. It's 
especially worthwhile to sell your map to tribes on other continents, or very 
far away. Chances are they can't make use of the data, but you can certainly 
make use of the money they pay you. 

DIPLOMACY LESSON THREE: RIGHTS OF PASSAGE
The right of passage is one of the most easily abused political agreements. 
Of course, you can always sign one with your allies if you want to use their 
roads. But more commonly, you can abuse the right of passage to exploit your 
enemies. There are a number of ways you can do this.
     The first is the obvious way. Sign a ROP, then move your best offensive 
units to the enemy cities you wish to capture. Then attack them all at once 
on one turn, leaving your enemy no chance to respond or build up his forces. 
The advantage is that you can probably wipe out much of his empire. The 
disadvantage is the hatred that will pile upon you from all other 
civilizations. They will be very angry. Another variation of this is to wait
until the ROP actually expires, then use your prepared troops to attack the
enemy; this way you don't get the anger of violating an ROP.
     Another way to defy the ROP is to send workers into an enemy territory,
then use those troops to build unfortunate infrastructure in enemy territory.
For instance, let's say your enemy has positioned some irrigation around a
large city. Perhaps you feel he would be better served by forests in those
spaces. Go ahead and help him out by planting some lumber over his farms. Of
course, his people will starve to death, but they will die in beautifully
furnished homes. This is a great way to sabotage enemy shield production and
city population.
     In this section, let me also make a comment on the use of some units
which you can freely send into enemy territory, regardless of whether you have
and ROP, and he will not be offended. The most significant of these is the
Explorer, which is actually quite an effective unit to use for laying the
foundations for a war. First, by sending in Explorers ahead of your main force
you can pillage every enemy resource, and possibly other important terrain
improvements, on the first turn of a conflict. The cheap price and quick
mobility of the Explorer unit makes this possible. The Scout unit can perform
a similar function, but generally such strategies are not needed in the early
game, and also the price of a Scout seems much more in ancient times than the
price of an Explorer in the modern age.

DESPOTIC CONQUEST
We'll start with Despotic Conquest, because any strategy you choose is likely 
to have a bit of the warlike stuff thrown in. Despotic Conquest is the most 
basic strategy available to you. It is best suited to small scale games, 
since time is of the essence in a Despotic Conquest situation. With this 
strategy, you will be shooting for a Domination victory. The government, as 
you can see, will remain Despotism throughout your game, so no need to waste 
research on other forms of government. The ideal situation for the use of 
this plan is a small world, with three or four civs. Hopefully, you can 
overwhelm them quickly, and get your victory. Obviously, the bigger the 
world, the more arduous and lengthy a despotic conquest will be. Also, 
however, Despotic Conquest on a large world will face significant problems 
with Corruption and Waste. We'll get to this later.
     For a Despotic Conquest, the best attributes are Militaristic and
Industrious. Both these characteristics will allow you to quickly ramp up 
production of a massive military. As I said, with this plan you will hope to 
strike quickly and decisively, so speed is of the essence. The early game 
consists of three primary goals. First, build lots of cities. LOTS of cities; 
I mean keep pumping out the Settlers anytime you can. Workers building roads 
can also be helpful, but don't bother with mining and irrigation. Then build 
barracks. Militaristic can be very helpful here, in order to build these 
quickly and to the greatest effect. After this, just keep churning out units. 
Once you research a few basic techs, especially acquiring The Wheel, 
Mathematics, and Horseback Riding, stop researching and set taxes to full. 
You can then use this excess cash to buy more units, and if necessary to buy 
other techs from your enemies. With Despotic Conquest, your military strategy 
is straightforward: Numbers, Numbers, Numbers. Try to overwhelm your enemy. 
Horsemen, Chariots, etc. are excellent for this. You should be able to 
slaughter opposing civs if you find them fast enough. However, that's a big 
"if". Don't worry, however. If you find that this strategy is taking too 
long, just slip into another strategy. It's especially easy to move into
Democratic Warfare.
     If you try Despotic Conquest in a large world, it is unlikely you will 
be able to see it all the way through. The goal in this case is to conquer 
one to three civs in the early game. With this kind of base, you should be 
able to sit quietly for an Age or so, developing your cities and your 
technologies, in preparation to launch a world-beating assault in the 
Industrial and Modern Eras. (Again, see Democratic Warfare).

SCIENTIFIC SLAUGHTER
Leading the game scientifically will put you a level above other 
civilizations in every category. War will basically be on your terms: your 
units are a level above everyone else's, so if you want to attack, they can 
only hope you show mercy, while their waves of attackers will just break on 
the fortified units within your cities.
     The biggest plus of concentrating on science is that you can maintain an 
efficient state, without worrying about resources and while maintaining a 
very strong military. The first goal is to get into Republic and then 
Democracy. Allocate most of your funds to Science; later advances such as 
Economics and the construction of Wall Street will bring your treasury up to 
par later. Also, of course, you will be selling techs to your rivals for huge 
payments of gold. Remember, however, that the fastest you can learn a tech is 
four turns, so manage your science slider so that no money is being wasted on 
useless research.

STRATEGIC RESOURCES
Strategic resources are a vital aspect of the game, especially if you plan to 
take a military route, since most good military units require resources. You 
can get by on defense with limited resources, since the good defensive units 
require few. Still, don't count on buying the resources you need from the 
computer civs. Not only to they make you pay through the nose for these 
resources, but on some world maps resources are hard to come by. Thus, it is 
always best to secure your own sources of vital materials.
     In the early game, your concentration should be on securing resources 
and ensuring that the computer civilizations don't get to them. Don't count 
on a colony holding a resources for long; try to get a Settler out there and 
put it right on top of the resources. Go for strategic resources before 
luxury ones, since they are worth a lot more.
     The two most important resources by far are Iron and Coal. Whether you 
want to have an offensive army or not, you need these resources to build 
railroads, and any civ is going to need railroads. These two resources are 
worth going to war for; drive deep into enemy territory and secure the site 
of the resources. Hopefully, you will be able to make peace following this. 
If not, however, you must hold on to this acquisition, as the resource is 
actually well worth one or two cities. In the early game, you should research 
Iron Working as quickly as possible so you can see it on the map, and its 
good to acquire more than one source since Iron has a nasty tendency to be 
exhausted on you. Other resources are still important and are a good reason 
to try and grab a city, but are not on the level of Iron and Coal.

LUXURY RESOURCES
Luxury resources are something of a bonus for a civilization. Except on the 
two elite levels of difficulty, you will probably be able to get by without 
dealing with luxuries at all, except for putting roads through the ones you 
notice on your territories. However, they can make your game much easier, and 
are a huge help to prevent war weariness.

CULTURAL CALAMITY
Cultural victory is one of the new victory types available to you in Civ III. 
The best Civs to achieve it with are those that are Scientific and Religious. 
Both of these attributes will allow you to build the most important 
structures easily. These structures are Temple, Library, Coliseum, Cathedral, 
and University. Research Lab can be built later on. At the same time as you 
are going for the 100000 Empire points victory, you should go for the 20000 
City also. The city you choose will probably be your capital and should be 
sited to get good production. The city should basically build nothing but 
Wonders; an important one to get is the Great Library. Each time that city 
finishes a Wonder, you might want to spend a turn or two BUYING it some other 
improvements, particularly the aforementioned four Culture improvements. It 
is key for you to go for both types of victory at once. First, a city with 
close to 20000 culture is just what you need to push you over the 100000 
culture mark. However, with the empire victory, your empire must have at 
least twice the culture of any other civ, and it's quite possible that 
despite all your hard work this might not be the case. Thus, the 20000 city 
is an essential backup plan.
     Cultural victory will almost always go down to the wire, since it takes 
time to accumulate those massive amounts of culture, either in a city or in 
an empire. In the early game, you will need to build up a solid base, through 
expansion and possibly through military conquest. By the end of the Medieval 
Era, you should possess at least 40 cities. Get them their cultural 
improvements. One nice thing about the Cultural victory is that your cities 
can be small. For instance, a size 6 city, once it has built the five main 
buildings, can now just sit and accumulate. Because of this, you can space 
your cities very close, making the most of your borders to get maximum 
culture. Feel free to overlap city radii. The exception, of course, is your 
"big culture" city, which must always be growing and expanding to make 
Wonders ever quicker to build. With a Temple, Cathedral, Coliseum, Library, 
and University. With this pace, cities add 14 culture points per turn. Say 
you have this setup in place with 150 turns left, your 40 main cities all 
have: 14*150=2100 culture. With one city at close to twenty thousand, 
containing all your Wonders, a 100000 score is more than possible. In fact, 
200000-300000 culture is a definite possibility if you concentrate on this 
aspect of the game. (With a conquesting attitude, 500000 culture can 
definitely be achieved.)
	The other key to cultural victory is keeping your rivals down, so that 
they have less than half your total. There are a number of steps to do this. 
First, most enemy Civs don't concentrate on culture as much as you will be. 
So none are going to be keeping up with you. Your neighbors will very likely 
be automatically depressed by treachery of their own cities to your more 
culturally powerful Empire. When you build all the culture improvements in 
these cities, this will only cause more defections. It is cultures that are 
far away from you that cause the problem, especially if they are dominating 
their neighbors. In the worst case scenario, you might have to go kick some 
ass over there, but you should be able to avoid this problem. If you see a 
civ getting too strong, set up some trade embargos against it, which will 
probably cause it to wage war on you. This is key because if the enemy civ 
declares war on YOU, war weariness will be less problematic. At the same 
time, you should have good relations with your own neighbors; you should give 
them basically what they want during the game, hopefully getting the 
relationship up to Gracious level. This will stop your enemy from recruiting 
them against you. At this point, ally yourself with all the neighbors of the 
troublesome civ, causing your rival massive military problems. Once that war 
has escalated, you can probably back out, and the war will continue 
nevertheless. All in all, if an enemy civ is growing too strong, 
getting the entire world to go to war with it can't hurt your cause.

DIPLOMACY DELUXE
Here's an easy way to win. Build the UN, and have a lot of land and 
population. Then just give a lot of gold and techs to others civilizations, 
and vote for world leader. Actually, it's pretty tough to get UN Victory 
without hitting another victory mark first. So I'm not going to comment on 
this too much. All I'll say is, prepare for the vote a few turns in advance. 
Go to all the lesser civs that won't actually be candidates, and bribe them 
with everything you have: gold, free resources, and technologies. If you can 
get the relationship up to Gracious, you have secured their vote; even if it 
is only at Polite, you still have a good chance to get their vote.

DEMOCRATIC WARFARE
Despotism is not for everyone. Many players love the super production and 
excellent commerce featured under Democracy, which is generally the game's 
strongest form of government. Yet they face a dilemma, because even under 
Democracy you will often be forced to fight a little war or two. And in these 
cases, war weariness can be a huge problem. The ability to fend off war 
weariness can be a huge bonus for your team, since a war between a Democracy 
and a Despotism will almost always go to the Democracy, if the Democratic 
player can avoid the social unrest brought on by war weariness.
	War weariness can be avoided easily. The keys are simple. First, build 
your Temples and Cathedrals. Second, if you plan to set up a Democratic 
Warfare game, I recommend that you do NOT build Hospitals. Why? Because a 
population 12 city with a Cathedral, Coliseum, and Temple will have no 
problem maintaining happiness. At the same time, this city will receive the 
100% Metropolis defense bonus and have a large enough population to build 
things quickly. Once such wonders as Bach's Cathedral, Universal Suffrage, 
and Cure For Cancer are built, you can think about growing your cities, but 
until that time I don't recommend it. If you limit your city size, war 
weariness should never touch you, especially if you maintain your 
entertainment slider at 20-30%. I've been able to keep up an attacking war 
against other civilizations for over 100 turns, and still maintain happiness. 
Final tip for Democratic Warfare: here, attack civilizations that have mutual 
protection pacts can actually be a positive. say you want to fight Persia, 
and they have an MPP with China. Attack China, forcing Persia to declare war 
on you. Then make peace with China as quickly as possible. Now, you are 
fighting a defensive war against Persia, so war weariness is solved! As long 
as you don't make peace, you can now take your time destroying the enemy 
civilization.

HISTOGRAPHIC VICTORY
Histographic victory seems like the easiest type of victory to attain. After 
all, you don't need to DO anything, just stay in the lead throughout the 
game. However, since the Score takes so many factors into account, this type 
of victory can be far from easy to attain. The easy part is that you don't 
have to concentrate on any one aspect of the game. If you play a good, all-
round game for the duration, you'll have a good shot at a victory. However, 
the problem here is that one big mistake can ruin your game and destroy all 
that work, and once you're losing in the Histograph it's hard to switch into 
another game plan.

LATE-STAGE ASSAULT
Late-stage assault is the classic game plan with Germany. The Panzer comes 
very late in the game but is a very effective unit because it can move, 
attack, then retreat all in one turn. While the Panzer is very useful here, a 
late push to victory can be used by almost any civilization to break out of a 
close race and ensure the win.

USE THE **** SQUARES
Often you will find yourself in an area where there is a preponderance of
arctic or mountain type terrain--areas that will produce little food for you. 
However, don't abandon these areas, especially if they are secure within the 
borders of your empire. These are great places to build one or two size 
cities, build a temple and a library, and build up culture. Over time, this 
culture can significantly enhance the power and stature of your nation. Plus, 
when resources pop up in these areas, you are right there to secure them. The 
key here is to set up a balanced production. Once your city reaches a 
maintainable size, possibly two or maybe even just one, go to the city status 
screen and adjust the production so that no excess food is being produced. 
For instance, a one population city built on a hill should cultivate its own 
square and another hill. This will churn out just enough food to support that 
citizen, as well as at least one shield. This one shield per turn can be used 
quite effectively, especially if this city is built in the early stages of 
your empire. Build a Temple in this city, allowing it to add to your Culture 
and possibly expand your borders. Wealth is also an effective build, 
essentially giving you one free gold per turn. One last sneaky idea is to 
keep this city sealed off from all your other. Don't let it get any 
resources, except maybe Horses. Then produce basic units, such as Spearmen. 
You can keep doing this, even late into the game. What's the point of a 
Modern-Era Spearman, you ask? Well, if you move that Spearman into a city 
with a barracks and the right resources, you can quickly upgrade it to a Mech 
Infantry. Expensive, but it allows you to keep your main cities working on 
Wonders and improvements while your **** square cities build your army.

SPACESHIP LAUNCH
One method of victory that has been around since the beginning of 
Civilization is the victory by Spaceship launch; if you launch the Spaceship 
to reach Alpha Centauri, the Sun's nearest stellar neighbor, you win the 
game. In Civ III, this is a very tough victory to win. Basically, your 
strategy will be the same as for a Scientific concentration, just make sure 
to secure the Spaceship resources (Aluminum, Rubber, Uranium) and to maintain 
two or three high production cities to build the most expensive spaceship 
parts.

HIDE OUT
Hide out is an interesting game plan in which you try to make as little of a 
scene as possible on the world front. It's ideal if you are alone on a medium 
size continent and occupy the entire land mass; that is, the body of land is 
large enough to support a healthy empire, yet no other civ can expand close 
to you. In this game plan, you basically just bide your time until you 
achieve one of many victory methods. The problems come when the other civs 
realize you are winning so handily; they will most likely come after you. The 
challenge of Hide Out is to prevent this from happening, and thus coast to 
the victory. Often, during the middle ages, you will send out some ships with 
settlers to grab a presence on other continents, especially if you spy an 
unclaimed resource on the map. Often

DIVIDE & CONQUER
Divide & Conquer is one of the most basic military strategies, yet in the 
traditional sense it doesn't really work in Civ III. A city cut off from its 
empire has a chance of defecting, but probably you will have to take it 
normally. And an enemy unit cut off from its main force certainly won't 
surrender; in fact, it might take advantage of its position to cause chaos 
behind your lines. So in Civ III, divide and conquer isn't a strategy you 
apply to one civ, it's a plan you apply to the whole game. With the advanced 
diplomacy possible in Civ III, you are able to foment dissent among enemy 
cultures. The goal of the divide and conquer plan is to encourage war among 
enemy civs, in order to weaken them while you are strengthened. Essentially, 
you go through the Diplomacy screens of different civilization, and see what 
they demand for military alliances against various nations. One good idea is 
to match two approximately equal civs against one another, as this matchup 
will often bog down in a stalemate or war of attrition, hurting both sides. 
Try to arrange matters so that no enemy civ can win a war or gain land, but 
all are at war with one another. Now, the problem with this is that, when you 
have a military alliance against a tribe, you automatically declare war on 
that tribe. The beauty of divide & conquer is that, while you are AT war, you 
don't actually have to GO to war. If you and the Persians declare war on the 
Japanese, hopefully the Persian/Japanese fighting will be so intense that you 
can just stay out of the fighting, building up your cities and armies and 
biding your time. Here's an ideal situation in which to employ Divide and 
Conquer. Take the above example, and say the three civs are arranged like 
this, from left to right:
        
           Japanese           Persians            You

The Japanese and Persian border is far away, and Japan is unlikely to attack 
you directly since their troops would have to move through an enemy Persia. 
The added benefit of this setup is that the defenses on the border between 
Persia and yourself might be a little thin as Persia draws troops to its 
opposite border. Plus, since you are allied with Persia, you may be able to 
get a Right of Passage agreement quite easily. I'm sure you see the 
opportunity you have-as Persia is weakened, step in and crush them, hopefully 
dealing them a deadly blow. The Japanese may get some of the spoils, but you 
should get the majority and this ought to give you a good size lead in the 
game. Note that the Right of Passage trick won't work twice, and betraying it 
will greatly anger every other civ. However, the rewards available are often 
worth it.

SUPER SCIENCE CITY
Wonders such as the SETI program are significantly reduced in value for this 
edition of Civilization. In Civ II, SETI program built a Research Lab in 
every one of your cities. In Civ III, it just increases the city's science 
output by 50% for the city where it was built. While science wonders have 
been made less powerful, "stacking" them allows you to exponentially increase 
the bonus they provide. The Super Science City strategy isn't a whole game 
strategy, it's just a special tip for a certain city. It also combines well 
with most other strategies; this is especially true of any cultural victory 
plan. A super science city, in addition to pumping out the technological 
advancements, will have a good chance at breaking the 20000 culture point 
barrier needed for cultural victory.
     The Super Science City is just any city that contains a certain group of 
improvements. However, an ideal setup for this city is in an open 
plains/grassland area of the board. Grassland is the best. While the city is 
still building its vital improvements, have all squares mined or irrigated to 
produce two food and one shield. Then, once all improvements are finished, 
irrigate in all mine squares. This will cause a population boom, and excess 
citizens, beyond the maximum 20 that can be involved in production, can be 
made into Scientists, boosting the city's Science even more.
     Anyway, here are the improvements a Super Science City should have. The 
more of these you can cram in there, the better, so keep building: Library, 
University, Research Lab, The Colossus, Copernicus' Observatory, Newton's 
University, SETI Program. Be sure to build roads around this city to maximize 
the trade, and thus maximize the scientific potential. Typically, to avoid 
corruption, the Super Science City either is or is near the capital or 
Forbidden Palace.

QUICK AZTEC PLOY
This tactic, intended for use in the first few turns of the game, is ideal 
for the Aztecs whose unique units replace Warriors. Obviously, the value of 
these units goes down almost immediately since the Warrior is made obsolete 
so quickly. However, the Aztecs can make great use of their Jaguar Warriors 
in the first few turns. Build two Jaguars right away as your first two units. 
This should take about ten turns. Then immediately send them out. The hope is 
that you find an enemy city; two warriors have a good chance of capturing a 
enemy city if all it has defensively is a Warrior. Even if it has a Spearman, 
you've got a chance. Aztec Jaguars can move 20 spaces in 10 turns, so given 
10 turns to build them, you could have captured a second city, or even 
eliminated a civ, by turn 20. Eliminating a civ is the best possibility. The 
game automatically makes the civ starting locations spread out; if one of the 
rivals who started near you disappears, then you will have a much greater 
area to occupy before you run into foreign borders. Thus, this quick tactic 
can have benefits throughout the whole game.

THE ROCK
How, you ask, can you wipe out dozens of enemy force with one unit. Simple, 
it's the Rock strategy. This uses terrain bonuses to the fullest. The best 
time for this is the modern age, once railroads are built, and when you have 
a Right of Passage agreement you wish to violate. However, it works in many 
situations. Before the fighting commences, move two or three high defense 
units (must be Veteran, preferably Elite) such as Riflemen, Infantry, and 
Mech Infantry into your enemy's territory. Find mountains and put them there. 
When you commence war, just throw one unit at an enemy worker, capture it, 
and initiate war without taking any losses. On the same turn, fortify those 
units on their mountains. While holding your invasion force back, the enemy 
should send some troops at you, but considering the invasion army is massed 
at your border and possibly fortified there, they will be fended off. The 
enemy will also send many units to attack those mountain top troops, but 
because their already high defense is magnified by the mountain, the enemy 
troops will keep failing. This works great with Battlefield Medicine since 
the fortified unit will heal between turns. Hopefully, after all this, much 
of the enemy's standing army will be defeated. Now, march in and enjoy the 
easy conquer.

THE CULTURE PUSH
This is a strategy for getting hold of resources peacefully. It's best done 
in the mid to late game, when you have a lot of gold to spare. Here's the 
scenario: there's a resource you want just over the enemy border. You don't 
want to go to war to get it. But, you are going to get it anyway.
     Start by building a city in your territory, as close to the resource as 
possible. Probably, when you build the city, you will grab at least one 
square of enemy territory. Now, rush the Temple, Cathedral, Library, and 
University in that city. It should experience two quick territory boosts at 
the 10 and 100 mark. Now, look at the border between you and your enemy. It 
will have pushed in a little under the weight of this new city. Now build 
another city within your territory, again as close to the resource as 
possible. It might have to be very close to the previous city, or in a bad 
position, but don't worry. This town is just a "placeholder". Once again, 
rush the four culture developing improvements.
     Keep repeating until your "push" occupies the resource you want. You can 
also use this just to reduce your enemy's territory, to cut off a city for 
potential defection, to make a spur to a body of water, or any other purpose 
where you want to gain territory peacefully. Usually, it will work for any 
resources not immediately outside an enemy city, given enough time. After you 
get the territory you want, and perhaps a defection or two, and most 
certainly have built a city directly on the resource, you can exercise the 
option to clean up the mess of cities this will leave. But each of these 
packed together cities should handle at least 3-4 population, so feel free to 
just leave it as is.

BIG BULLSEYE EMPIRE
This is an expansion tip that can secure you a good amount of land early in 
the game. Have you noticed that enemy units rarely cross your territory early 
in the game, and even late in the game won't do it unless they're going 
somewhere? This takes advantage of that mistake by the AI. In this plan, you 
begin by making a couple cities at a central location, while exploring the 
surrounding civs. Now, set all your cities to build a Settler. Take the 
Settlers you are churning out, and send them to a border with an enemy. Build 
a line of cities all along that border, set up so that the culture borders 
interlock and form one solid line. Now, the enemy won't send units across 
that line. This line of cities doesn't need to be close to your original 
group, in fact it shouldn't be. Essentially you are building a fence right 
now, around an area that you will later fill in. Continue to do this on all 
the borders of your planned Empire, including the ocean. It may not be until 
the Middle Ages that you have a chance to fill in the inner ring of the 
bull's-eye that lies between your capital area and the outer perimeter. Don't 
worry, however, because your fence will keep the enemy out. NOTE: In this 
strategy, never trade either of your maps, and never give a Right of Passage 
agreement, or the AI will go right for that open area.

TESSALLATION
Sometimes you find yourself in an ideal area, where there is fertile pasture 
for miles around: essentially, a big open area of Plains or Grassland. For 
instance, in the Huge World Map scenario, central Asia, stretching into 
Europe is an area much like this. The shape of the Civ III city radius cannot 
be tessellated, meaning you cannot arrange it like tiles with no spaces. 
However, this is the way to build the most cities without overlapping and 
with the least wasted space: (X represents a city, numbers are the city 
radius areas of different cities, note that City #8 is off the map to the 
north)

-----------------------------------------------
| |1|1|1| |3|3|3|3|3|5|5|X|5|5|8|8|8|8|8| | | |
-----------------------------------------------
|1|1|1|1|1|3|3|X|3|3|5|5|5|5|5| |8|8|8|7|7|7| |
-----------------------------------------------
|1|1|X|1|1|3|3|3|3|3| |5|5|5|6|6|6| |7|7|7|7|7|
-----------------------------------------------
|1|1|1|1|1| |3|3|3|4|4|4| |6|6|6|6|6|7|7|X|7|7|
-----------------------------------------------
| |1|1|1|2|2|2| |4|4|4|4|4|6|6|X|6|6|7|7|7|7|7|
-----------------------------------------------
| | | |2|2|2|2|2|4|4|X|4|4|6|6|6|6|6| |7|7|7| |
-----------------------------------------------
| | | |2|2|X|2|2|4|4|4|4|4| |6|6|6| | | | | | |
-----------------------------------------------

As you can see, this method wastes just one out of every 22 squares.

TERRAIN BONUS #1: LAND BRIDGES
Land bridges are a beautiful terrain feature if you are the first to discover 
it, and is not so great if you come late (rhyme!). A Land Bridge is any piece 
of terrain set up so that you can completely blockade it with one or two 
units; the key is that it is completely blocked, including any diagonal 
moves. If you find a land bridge, use whatever units you have to, and block 
it then and there. If it is at a border to your Empire, then it will stop 
enemy troops from coming in unless they are at war with you. It will also 
stop enemy explorers from accessing precious resources in that interior area.
     An interesting use of land bridges is when you have them blocked, but 
they are nowhere near your civ. By using them to control the flow of enemy 
units, you can determine the fate of wars and allow one civ to grow while 
another languishes. Say there is a small civ on your border you want to 
protect as a buffer, let's say France, and they are at war with another large 
civ, say China. If you find a land bridge separating China and France, occupy 
it. China will now be forced to fight the war from the sea, neutralizing 
their advantage in size. Land bridges are definitely one of the most 
effective terrain features when used properly.

TERRAIN BONUS #2: ISTHMUS/CANAL
An isthmus is any feature of land separating two bodies of water. To build a 
canal there, it must have at least one point where it is one square wide. 
That is, imagine that you had a ship that could move over land; if it could 
move from the first body of water into the second in only two moves, you can 
build a canal. Now, you ask, I didn't know there was a canal function?!?! 
Well there isn't. What you do is you build a city on that one land square. 
Ships can enter the city, and will be able to move from one body of water to 
the other. While this type of terrain feature is rare, being able to build 
such a city is a huge bonus. Your troops and ships will be able to move much 
faster since they won't have to go around the land mass, they can go through 
it. The best possible application is the Inland Sea. While such a feature is 
rare to find on a map, an inland sea gives you great opportunities to have 
the sea all to yourself. This is nice for building Coastal wonders without 
having to put them in a vulnerable coastal city. NOTE: You can achieve the 
same effect by blocking the entire entrance to a sea with ship units and then 
just leaving them there, and no enemy units will be able to enter. Of course, 
you must control the whole coast of the sea, or they can just build ships 
inside it.

SCORE BOOSTING
If you are obsessed with getting the all time high score or just beating your 
friend's best effort, there are a number of steps you can take to increase 
your score. Remember that the biggest contributors to your score are 
territory and happy citizens. Essentially, here's what this means: for 
maximum score, big cities are a bad idea. Let's say that you have four luxury 
resources. With marketplaces in every city, this will allow you to keep six 
citizens in each city happy without any improvements but a marketplace. So 
what do you do?
     If you're playing a game with an eye toward milking the score, begin 
with the "Bullseye" empire strategy mentioned above. Then fill in the empty 
space with as many cities as you think reasonable; each city should be able 
to support 6 citizens under Despotism. The key is to acquire four luxury 
resources, then build marketplace in every city. Once you do this you are 
ready for phase two. Sweep almost all the rest of the world away in a war 
campaign. As long as you never build aqueduct, your citizenry will stay 
happy; feel no need to build any improvements in your cities, just keep 
building units. In captured areas, follow the same plan as before: cities 
close together, marketplace in each, complete trade network, no aqueduct.
     The final phase begins once you have pretty much destroyed all other 
civs. Let one civ stay alive, under close watch by your troops. Just let them 
keep their capital; we just don't want the game to end. Now, build aqueduct 
in all your cities and use workers to irrigate every square that can be 
irrigated. All food should be put to use. As to science and taxes, only keep 
enough taxes to offset your costs. Science can be shut down completely. The 
key is to set the luxury slider as high as is necessary to have every citizen 
be happy. When 2050 rolls around, sit back and watch the demographics as you 
achieve your Hall of Fame score.

*******************************************************************************
*******************************************************************************




*******************************************************************************
*******************************************************************************
TRIBES OF CIVILIZATION III
*******************************************************************************
*******************************************************************************
Under each tribe heading, you will find numerous pieces of information. Here's
a summary of what each section contains.

TRIBE NAME
The tribe is listed by three names: the name of the people (plural); the name
of the land they inhabit; and the adjective used to describe them.

RULER NAME
This is the default ruler name for the tribe, the default title, and default
gender.

CULTURE GROUP
There are five "culture groups" in the game. Basically, the represent the
general area of origin of the group. The five groups are: Asian, Mid East,
American, European, and Mediterranian. Tribes in the same culture groups
use the same city models on the main map screen, tend to start closer to one
another, and tend to have better relations with one another. Here are all
the tribes divided by culture group:

AMERICAN: Americans, Aztecs, Iroquois
ASIAN: Chinese, Indians, Japanese
EUROPEAN: English, French, Germans, Russians
MEDITERRANIAN: Egyptians, Greeks, Romans
MIDEAST: Babylonians, Persians, Zulus

PERSONALITY
This is in three parts: Favored government; Hated government; and aggression
level, with the levels being Low, Below Average, Average, Above Average, and
High.

UNIQUE COLOR
This is the team's color. Their cities will have this color in the name bar,
and their units will have a ring of this color around them. Also, this color
will indicate their borders on the main and small maps.

BONUSES
There are six bonuses; each Civ has two. The bonuses are very important in
determining what a tribe is like, so I will go into some detail on each one.

    Militaristic: Civilizations with this attribute produce more Great Leaders,
        and their units promote more easily (Regular to Veteran, Veteran to
        Elite, Etc.). They also produce military improvements (Barracks,
        Coastal Fortress, etc.) 50% more cheaply than other Civs. The best
        aspect of this is the Leader production, which both allows you to
        create more armies, and allows you to speed Wonders, which can be a big
        help in stealing Wonders from other Civs. 
        
        The following Civs have the Militaristic Bonus:
           Aztecs
           Germans
           Japanese
           Romans
           Zulus

    Commercial: Commercial Bonus allows a Civ two financial advantages: first,
        it reduces corruption across your empire, though the actual reduction
        is fairly low. Second, large cities get a bonus production of commerce.
        This to me is the second least effective bonus.

        The following Civs have the Commercial Bonus:
           British
           French
           Greeks
           Indians
           Romans

    Religious: Religious tribes can build religion-oriented city improvements,
        such as Temple and Cathedral, at half-cost. They also change forms of
        government with only one turn of anarchy. The easy government change is
        a big plus if you like to change governments a lot, particularly if you
        do the Democracy in peace/Despotism in war thing. Personally, I just
        try to keep my Democracy stable through the tough times, so Religion is
        less of a plus.

        The following Civs have the Religious Bonus:
           Aztecs
           Babylonians
           Egyptians
           Indians
           Iroquois
           Japanese

    Industrious: Larger cities produce more shield under the Industrious Bonus,
        which is a two-edged sword, since your cities will build faster but
        will also produce more pollution. Workers also work faster under this
        bonus.

        The following Civs have the Industrious Bonus:
           Americans
           Chinese
           Egyptians
           French
           Persians

    Scientific: For me this is the best attribute. First, you get a free tech
        at the beginning of each of the four Eras. Plus, you can build Library
        and University and Research Lab more quickly...not only does this make
        your research faster, but it helps increase your culture. These are
        great Civs to play with for any type of victory.

        The following Civs have the Scientific Bonus:
           Babylonians
           Chinese
           Germans
           Greeks
           Russians
           Persians

    Expansionist: Expansionist cultures get a third unit at the beginning of
        the game: a Scout, which has a two movement rate. They can also build
        more scouts later. This is by far the weakest of the six bonuses.

        The following Civs have the Expansionist Bonus:
           Americans
           British
           Iroquois
           Russians
           Zulus


OPENING TECHS
Each tribe is given two free civilization advances at the start of the game.

UNIQUE UNIT
Each tribe has one unique unit; here, the unit is given with its stats and any
other relevant information. A/D/M is Attack/Defense/Movement. Range is given in
place of Movement for air units.

*******************************************************************************
AMERICANS

Tribe Names: Americans, America, American
Ruler Name: President Lincoln (male)
Culture Group: American
Favored Gov't: Democracy
Hated Gov't: Communism
Aggression Level: Average
Unique Color: Sky Blue
Bonuses: Industrious
         Expansionist
Opening Techs: Pottery
               Masonry
Unique Unit: F-15 replaces JET FIGHTER
      A/D/M: 8/4/6
*******************************************************************************
AZTECS

Tribe Names: Aztecs, Aztecs, Aztec
Ruler Name: Chief Montezuma (male)
Culture Group: American
Favored Gov't: Monarchy
Hated Gov't: Democracy
Aggression Level: Above Average
Unique Color: Forest Green
Bonuses: Militaristic
         Religious
Opening Techs: Warrior Code
               Ceremonial Burial
Unique Unit: JAGUAR WARRIOR replaces WARRIOR
      A/D/M: 1/1/2
*******************************************************************************
BABYLONIANS

Tribe Names: Babylonians, Babylon, Babylonian
Ruler Name: King Hammurabi (male)
Culture Group: Mid East
Favored Gov't: Monarchy
Hated Gov't: Despotism
Aggression Level: Above Average
Unique Color: Dark Blue
Bonuses: Scientific
         Religious
Opening Techs: Bronze Working
               Ceremonial Burial
Unique Unit: BOWMAN replaces ARCHER
      A/D/M: 2/2/1
*******************************************************************************
CHINESE

Tribe Names: Chinese, China, Chinese
Ruler Name: Chairman Mao (male)
Culture Group: Asian
Favored Gov't: Communism
Hated Gov't: Monarchy
Aggression Level: Below Average
Unique Color: Pink (maybe Salmon)
Bonuses: Militaristic
         Industrious
Opening Techs: Warrior Code
               Masonry
Unique Unit: RIDER replaces KNIGHT
      A/D/M: 4/3/3
*******************************************************************************
EGYPTIANS

Tribe Names: Egyptians, Egypt, Egyptian
Ruler Name: Queen Cleopatra (female)
Culture Group: Mediterranean
Favored Gov't: Monarchy
Hated Gov't: Republic
Aggression Level: Average
Unique Color: Yellow
Bonuses: Industrial
         Religious
Opening Techs: Ceremonial Burial
               Masonry
Unique Unit: WAR CHARIOT replaces CHARIOT
      A/D/M: 2/1/2
*******************************************************************************
ENGLISH

Tribe Names: English, England, English
Ruler Name: Queen Elizabeth (female)
Culture Group: European
Favored Gov't: Democracy
Hated Gov't: Despotism
Aggression Level: Average
Unique Color: Orange
Bonuses: Expansionist
         Commercial
Opening Techs: Alphabet
               Pottery
Unique Unit: MAN O WAR replaces FRIGATE
      A/D/M: 3/2/4
*******************************************************************************
FRENCH

Tribe Names: French, France, French
Ruler Name: Saint Joan d'Arc (female)
Culture Group: European
Favored Gov't: Republic
Hated Gov't: Monarchy
Aggression Level: Low
Unique Color: Pink (Darker Pink than China)
Bonuses: Industrious
         Commercial
Opening Techs: Alphabet
               Masonry
Unique Unit: MUSKETEER replaces MUSKETMAN
      A/D/M: 3/4/1
*******************************************************************************
GERMANS

Tribe Names: Germans, Germany, Germans
Ruler Name: Chancellor Bismark (male)
Culture Group: European
Favored Gov't: Republic
Hated Gov't: Communism
Aggression Level: High
Unique Color: Light Blue
Bonuses: Militaristic
         Scientific
Opening Techs: Warrior Code
               Bronze Working
Unique Unit: PANZER replaces TANK
      A/D/M: 16/8/3
*******************************************************************************
GREEKS

Tribe Names: Greeks, Greece, Greek
Ruler Name: King Alexander (male)
Culture Group: Mediterranean
Favored Gov't: Democracy
Hated Gov't: Despotism
Aggression Level: Average
Unique Color: Lime Green
Bonuses: Scientific
         Commercial
Opening Techs: Alphabet
               Bronze Working
Unique Unit: HOPLITE replaces SPEARMAN
      A/D/M: 1/3/1
*******************************************************************************
INDIANS

Tribe Names: Indians, India, Indian
Ruler Name: Mahatma Gandhi (male)
Culture Group: Asian
Favored Gov't: Democracy
Hated Gov't: Despotism
Aggression Level: Low
Unique Color: Gray
Bonuses: Religious
         Commercial
Opening Techs: Alphabet
               Ceremonial Burial
Unique Unit: WAR ELEPHANT replaces KNIGHT
      A/D/M: 4/3/2
*******************************************************************************
IROQUOIS

Tribe Names: Iroquois, Iroquois, Iroquois
Ruler Name: Chief Hiawatha
Culture Group: American
Favored Gov't: Communism
Hated Gov't: Monarchy
Aggression Level: Below Average
Unique Color: Purple
Bonuses: Expansionist
         Religious
Opening Techs: Pottery
               Ceremonial Burial
Unique Unit: MOUNTED WARRIOR replaces HORSEMAN
      A/D/M: 3/1/2
*******************************************************************************
JAPANESE

Tribe Names: Japanese, Japan, Japanese
Ruler Name: Shogun Tokugawa (male)
Culture Group: Asian
Favored Gov't: Monarchy
Hated Gov't: Republic
Aggression Level: Above Average
Unique Color: Brick Red
Bonuses: Militaristic
         Religious
Opening Techs: The Wheel
               Ceremonial Burial
Unique Unit: SAMURAI replaces KNIGHT
      A/D/M: 4/4/2
*******************************************************************************
PERSIANS

Tribe Names: Persians, Persia, Persian
Ruler Name: Emperor Xerxes (male)
Culture Group: Mid East
Favored Gov't: Monarchy
Hated Gov't: Democracy
Aggression Level: Above Average
Unique Color: Teal
Bonuses: Industrious
         Scientific
Opening Techs: Bronze Working
               Masonry
Unique Unit: IMMORTALS replaces SWORDSMAN
      A/D/M: 4/2/1
*******************************************************************************
ROMANS

Tribe Names: Romans, Rome, Roman
Ruler Name: Emperor Caesar (male)
Culture Group: Mediterranean
Favored Gov't: Republic
Hated Gov't: Communism
Aggression Level: Above Average
Unique Color: Red
Bonuses: Militaristic
         Commercial
Opening Techs: Warrior Code
               Alphabet
Unique Unit: LEGIONARY replaces SWORDSMAN
      A/D/M: 3/3/1
*******************************************************************************
RUSSIANS

Tribe Names: Russians, Russia, Russian
Ruler Name: Czarina Catherine (female)
Culture Group: European
Favored Gov't: Communism
Hated Gov't: Democracy
Aggression Level: Above Average
Unique Color: Brown
Bonuses: Expansionist
         Scientific
Opening Techs: Pottery
               Bronze Working
Unique Unit: COSSACK replaces CAVALRY
      A/D/M: 6/4/3
*******************************************************************************
ZULUS

Tribe Names: Zulus, Zululand, Zulu
Ruler Name: Chief Shaka (male)
Culture Group: Mid East
Favored Gov't: Despotism
Hated Gov't: Democracy
Aggression Level: High
Unique Color: Black
Bonuses: Militaristic
         Expansionist
Opening Techs: Warrior Code
               Pottery
Unique Unit: IMPI replaces SPEARMAN
      A/D/M: 1/2/2
*******************************************************************************



*******************************************************************************
*******************************************************************************
UNITS OF CIVILIZATION III
*******************************************************************************
*******************************************************************************
LEGEND

NAME: Pretty self-explanitory.

PRE-REQUISITE: Technology needed to build.

RESOURCES: Strategic Resources, it any, needed to build this unit.

COST: Cost in shields (cost in population).

ATTACK (A): Unit's attack strength.
DEFENSE (D): Unit's defense strength.
MOVEMENT (M): Standard moves per turn. For air units, the operational range is
given instead.

BOMBARD: Strength (Range) (Rate of Fire).

UPGRADES TO: What the unit upgrades to.

ABILITIES: All special abilities. 

The regular units are listed alphabetically from AEGIS Cruiser to Worker. Then,
the sixteen civilization-unique units are listed, alphabetically by civ, from
the Americans' F-15 Fighter to the Zulus Impi. For these units, two extra
pieces of info are listed. In parantheses next to the unit's name is the civ
that can build the unit. Below this is the name of the regular unit that this
special unit takes the place of. For instance, the Russians can build the
Cossack, and Cossack takes the place of Cavalry. This means that the regular
Cavalry unit will not show up in the Russians' build list; only Cossack will
show up.

*******************************************************************************
AEGIS CRUISER
Prerequisite: Robotics
Resources:    Aluminum, Uranium
Cost: 160 shields
A/D/M: 12/10/5
Bombard: 4 (2) (2)
Abilities: Radar
           Can See Submarines
           Ranged Attack Animation
*******************************************************************************
ARCHER
Prerequisite: Warrior Code
Resources:    None
Cost: 20 shields
A/D/M: 2/1/1
Upgrades To:   Longbowman
Abilities: Foot Soldier
           Ranged Attack Animation
*******************************************************************************
ARMY
Prerequisite: None
Resources:    None
Cost: 40 shields
A/D/M: */*/1
Transport: 3 units (4 with Pentagon)
Abilities: Army
*******************************************************************************
ARTILLERY
Prerequisite: Replaceable Parts
Resources:    None
Cost: 80 shields
A/D/M: 0/0/1
Bombard: 12 (2) (2)
Upgrades From: Cannon
Upgrades To:   Radar Artillery
*******************************************************************************
BATTLESHIP
Prerequisite: Mass Production
Resources:    Oil
Cost: 200 shields
A/D/M: 18/12/5
Bombard: 8 (2) (2)
Abilities: Ranged Attack Animation
           Turn To Attack
*******************************************************************************
BOMBER
Prerequisite: Flight
Resources:    Oil
Cost: 100 shields
A/D/M: 0/2/6
Bombard: 8 (0) (3)
Abilities: Immobile
*******************************************************************************
CANNON
Prerequisite: Metallurgy
Resources:    Iron; Saltpeter
Cost: 40 shields
A/D/M: 0/0/1
Bombard: 8 (1) (1)
Upgrades From: Catapult
Upgrades To:   Artillery
Abilities: Wheeled
*******************************************************************************
CARAVEL
Prerequisite: Astronomy
Resources:    None
Cost: 40 shields
A/D/M: 1/2/3
Transport: 3 units
Upgrades From: Galley
Upgrades To:   Galleon
Abilities: Sink In Ocean
           Ranged Attack Animation
           Turn To Attack
*******************************************************************************
CARRIER
Prerequisite: Mass Production
Resources:    Oil
Cost: 180 shields
A/D/M: 1/8/4
Transport: 4 units
Abilities: Radar
           Aircraft Carrier
           Ranged Attack Animation
*******************************************************************************
CATAPULT
Prerequisite: Mathematics
Resources:    None
Cost: 20 shields
A/D/M: 0/0/1
Bombard: 4 (1) (1)
Upgrades To:   Cannon
Abilities: Wheeled
*******************************************************************************
CAVALRY
Prerequisite: Military Tradition
Resources:    Horses; Saltpeter
Cost: 80 shields
A/D/M: 6/3/3
Upgrades From: Knight
Abilities: Mounted
*******************************************************************************
CHARIOT
Prerequisite: The Wheel
Resources:    Horses
Cost: 20 shields
A/D/M: 1/1/2
Upgrades To:   Horseman
Abilities: Wheeled
*******************************************************************************
CRUISE MISSILE
Prerequisite: Rocketry
Resources:    Aluminum
Cost: 60 shields
A/D/M: 0/0/1
Bombard: 16 (2) (3)
Abilities: Cruise Missile
*******************************************************************************
DESTROYER
Prerequisite: Combustion
Resources:    Oil
Cost: 120 shields
A/D/M: 12/8/5
Bombard: 6 (1) (2)
Abilities: Ranged Attack Animation
*******************************************************************************
EXPLORER
Prerequisite: Navigation
Resources:    None
Cost: 20 shields
A/D/M: 0/0/2
Upgrades From: Scout
Abilities: All Terrain As Roads
*******************************************************************************
FIGHTER
Prerequisite: Flight
Resources:    Oil
Cost: 80 shields
A/D/M: 4/2/1
Bombard: 2 (0) (1)
Upgrades To:   Jet Fighter
Abilities: Immobile
*******************************************************************************
FRIGATE
Prerequisite: Magnetism
Resources:    Iron; Saltpeter
Cost: 60 shields
A/D/M: 2/2/4
Bombard: 2 (1) (2)
Abilities: Ranged Attack Animation
           Turn To Attack
*******************************************************************************
GALLEON
Prerequisite: Magnetism
Resources:    None
Cost: 60 shields
A/D/M: 1/2/4
Transport: 4 units
Upgrades From: Caravel
Upgrades To:   Transport
Abilities: Ranged Attack Animation
           Turn To Attack
*******************************************************************************
GALLEY
Prerequisite: Map Making
Resources:    None
Cost: 30 shields
A/D/M: 1/1/3
Transport: 2 units
Upgrades To:   Caravel
Abilities: Sink In Sea
           Sink In Ocean
           Ranged Attack Animation
           Turn To Attack
*******************************************************************************
HELICOPTER
Prerequisite: Advanced Flight
Resources:    Oil; Rubber
Cost: 80 shields
A/D/M: 0/2/4
Transport: 1 unit
Abilities: Immobile
           Carry Foot Units Only
*******************************************************************************
HORSEMAN
Prerequisite: Horseback Riding
Resources:    Horses
Cost: 30 shields
A/D/M: 2/1/2
Upgrades From: Chariot
Upgrades To:   Knight
Abilities: Mounted
*******************************************************************************
ICBM
Prerequisite: Satellites
Resources:    Aluminum; Uranium
Cost: 600 shields
A/D/M: 0/0/1
Abilities: Immobile
           Nuclear Weapon
           ICBM
*******************************************************************************
INFANTRY
Prerequisite: Replaceable Parts
Resources:    Rubber
Cost: 90 shields
A/D/M: 6/10/1
Upgrades From: Rifleman
Upgrades To:   Mech Infantry
Abilities: Foot Soldier
           Draft
           Ranged Attack Animation
*******************************************************************************
IRONCLAD
Prerequisite: Steam Power
Resources:    Iron; Coal
Cost: 80 shields
A/D/M: 4/4/4
Bombard: 4 (1) (2)
Abilities: Ranged Attack Animation
*******************************************************************************
JET FIGHTER
Prerequisite: Rocketry
Resources:    Oil; Aluminum
Cost: 100 shields
A/D/M: 8/4/6
Bombard: 2 (0) (1)
Upgrades From: Fighter
Abilities: Immobile
*******************************************************************************
KNIGHT
Prerequisite: Chivalry
Resources:    Horses; Iron
Cost: 70 shields
A/D/M: 4/3/2
Upgrades From: Horseman
Upgrades To:   Cavalry
Abilities: Mounted
*******************************************************************************
LEADER
Prerequisite: None
Resources:    None
Cost: NA
A/D/M: 0/0/3
Abilities: Leader
*******************************************************************************
LONGBOWMAN
Prerequisite: Invention
Resources:    None
Cost: 40 shields
A/D/M: 4/1/1
Upgrades From: Archer
Abilities: Foot Soldier
           Ranged Attack Animation
*******************************************************************************
MARINE
Prerequisite: Amphibious War
Resources:    Rubber
Cost: 100 shields
A/D/M: 8/6/1
Abilities: Foot Soldier
           Amphibious Unit
           Ranged Attack Animation
*******************************************************************************
MECH INFANTRY
Prerequisite: Computers
Resources:    Oil; Rubber
Cost: 110 shields
A/D/M: 12/18/2
Upgrades From: Infantry
Abilities: Draft
           Ranged Attack Animation
*******************************************************************************
MODERN ARMOR
Prerequisite: Synthetic Fibers
Resources:    Oil; Rubber; Aluminum
Cost: 120 shields
A/D/M: 24/16/3
Upgrades From: Tank
Abilities: Blitz
           Ranged Attack Animation
*******************************************************************************
MUSKETMAN
Prerequisite: Gunpowder
Resources:    Saltpeter
Cost: 60 shields
A/D/M: 2/4/1
Upgrades From: Pikeman
Upgrades To:   Rifleman
Abilities: Foot Soldier
           Draft
           Ranged Attack Animation
*******************************************************************************
NUCLEAR SUBMARINE
Prerequisite: Fission
Resources:    Uranium
Cost: 120 shields
A/D/M: 6/4/3
Transport: 1 unit
Abilities: Submarine
           Can See Submarines
           Can Carry Tactical Missiles
           Ranged Attack Animation
*******************************************************************************
PARATROOPER
Prerequisite: Advanced Flight
Resources:    Oil; Rubber
Cost: 100 shields
A/D/M: 6/8/1 (operational range=4)
Abilities: Foot Soldier
           Ranged Attack Animation
*******************************************************************************
PIKEMAN
Prerequisite: Feudalism
Resources:    Iron
Cost: 30 shields
A/D/M: 1/3/1
Upgrades From: Spearman
Upgrades To:   Musketman
Abilities: Foot Soldier
           Draft
*******************************************************************************
RADAR ARTILLERY
Prerequisite: Robotics
Resources:    Aluminum
Cost: 120 shields
A/D/M: 0/0/1
Bombard: 16 (2) (2)
Upgrades From: Artillery
Abilities: Radar
           Turn To Attack
*******************************************************************************
RIFLEMAN
Prerequisite: Nationalism
Resources:    None
Cost: 80 shields
A/D/M: 4/6/1
Upgrades From: Musketman
Upgrades To:   Infantry
Abilities: Foot Soldier
           Draft
           Ranged Attack Animation
*******************************************************************************
SCOUT (Available to Expansionist Civs only)
Prerequisite: None
Resources:    None
Cost: 10 shields
A/D/M: 0/0/2
Upgrades To:   Explorer
Abilities: None
*******************************************************************************
SETTLER
Prerequisite: None
Resources:    None
Cost: 30 shields; 2 population
A/D/M: 0/0/1
Abilities: None
*******************************************************************************
SPEARMAN
Prerequisite: Bronze Working
Resources:    None
Cost: 20 shields
A/D/M: 1/2/1
Upgrades To:   Pikemen
Abilities: Foot Soldier
           Draft
*******************************************************************************
STEALTH BOMBER
Prerequisite: Stealth
Resources:    Oil; Aluminum
Cost: 240 shields
A/D/M: 0/0/8
Bombard: 8 (0) (3)
Abilities: Immobile
           Stealth
*******************************************************************************
STEALTH FIGHTER
Prerequisite: Stealth
Resources:    Oil; Aluminum
Cost: 120 shields
A/D/M: 0/0/6
Bombard: 4 (0) (2)
Abilities: Immobile
           Stealth
*******************************************************************************
SUBMARINE
Prerequisite: Mass Production
Resources:    Oil
Cost: 100 shields
A/D/M: 6/4/3
Abilities: Submarine
           Can See Submarines
           Ranged Attack Animation
*******************************************************************************
SWORDSMAN
Prerequisite: Iron Working
Resources:    Iron
Cost: 30 shields
A/D/M: 3/2/1
Upgrades From: Warrior
Abilities: Foot Soldier
*******************************************************************************
TACTICAL NUKE
Prerequisite: Space Flight
Resources:    Aluminum; Uranium
Cost: 300 shields
A/D/M: 0/0/1
Bombard: 0 (6) (0)
Abilities: Nuclear Weapon
           Tactical Missile
*******************************************************************************
TANK
Prerequisite: Motorized Transportation
Resources:    Oil; Rubber
Class:        Land
Cost: 100 shields
A/D/M: 16/8/2
Upgrades To:   Modern Armor
Abilities: Blitz
           Ranged Attack Animation
*******************************************************************************
TRANSPORT
Prerequisite: Combustion
Resources:    Oil
Cost: 100 shields
A/D/M: 1/4/5
Transport: 8 units
Upgrades From: Galleon
Abilities: Ranged Attack Animation
*******************************************************************************
WARRIOR
Prerequisite: None
Resources:    None
Cost: 10 shields
A/D/M: 1/1/1
Upgrades To:   Swordsman
Abilities: Foot Soldier
*******************************************************************************
WORKER
Prerequisite: None
Resources:    None
Cost: 10 shields; 1 population
A/D/M: 0/0/1
Abilities: None
*******************************************************************************
F-15 FIGHTER (Americans)
Replaces:     Jet Fighter
Prerequisite: Rocketry
Resources:    Oil; Aluminum
Cost: 100 shields
A/D/M: 8/4/6
Bombard: 4 (0) (2)
Abilities: Immobile
           Starts Golden Age
*******************************************************************************
JAGUAR WARRIOR (Aztecs)
Replaces:     Warrior
Prerequisite: None
Resources:    None
Cost: 10 shields
A/D/M: 1/1/2
Upgrades To:   Swordsman
Abilities: Foot Soldier
           Starts Golden Age
*******************************************************************************
BOWMAN (Babylonians)
Replaces:     Archer
Prerequisite: Warrior Code
Resources:    None
Cost: 20 shields
A/D/M: 2/2/1
Upgrades To:   Longbowman
Abilities: Foot Soldier
           Starts Golden Age
           Ranged Attack Animation
*******************************************************************************
RIDER (Chinese)
Replaces:     Knight
Prerequisite: Chivalry
Resources:    Horses; Iron
Cost: 70 shields
A/D/M: 4/3/3
Upgrades To:   Cavalry
Abilities: Mounted
           Starts Golden Age
*******************************************************************************
WAR CHARIOT (Egyptians)
Replaces:     Chariot
Prerequisite: The Wheel
Resources:    Horses
Cost: 20 shields
A/D/M: 2/1/2
Upgrades To:   Knight
Abilities: Wheeled
           Starts Golden Age
           Ranged Attack Animation
*******************************************************************************
MAN O WAR (English)
Replaces:     Frigate
Prerequisite: Magnetism
Resources:    Iron; Saltpeter
Cost: 60 shields
A/D/M: 3/2/4
Bombard: 3 (1) (2)
Abilities: Starts Golden Age
           Ranged Attack Animation
           Turn To Attack
*******************************************************************************
MUSKETEER (French)
Replaces:     Musketman
Prerequisite: Gunpowder
Resources:    Saltpeter
Cost: 60 shields
A/D/M: 3/4/1
Upgrades To:   Rifleman
Abilities: Foot Soldier
           Starts Golden Age
           Ranged Attack Animation
*******************************************************************************
PANZER (Germans)
Replaces:     Tank
Prerequisite: Motorized Transportation
Resources:    Oil; Rubber
Cost: 100 shields
A/D/M: 16/8/3
Upgrades To:   Modern Armor
Abilities: Blitz
           Starts Golden Age
           Ranged Attack Animation
*******************************************************************************
HOPLITE (Greeks)
Replaces:     Spearman
Prerequisite: Bronze Working
Resources:    None
Cost: 20 shields
A/D/M: 1/3/1
Upgrades To:   Musketman
Abilities: Foot Soldier
           Starts Golden Age
*******************************************************************************
WAR ELEPHANT (Indians)
Replaces:     Knight
Prerequisite: Chivalry
Resources:    None
Cost: 70 shields
A/D/M: 4/3/2
Upgrades To:   Cavalry
Abilities: Mounted
           Starts Golden Age
*******************************************************************************
MOUNTED WARRIOR (Iroquois)
Replaces:     Horseman
Prerequisite: Horseback Riding
Resources:    Horses
Cost: 30 shields
A/D/M: 3/1/2
Upgrades To:   Knight
Abilities: Mounted
           Starts Golden Age
           Ranged Attack Animation
*******************************************************************************
SAMURAI (Japanese)
Replaces:     Knight
Prerequisite: Chivalry
Resources:    Iron
Cost: 70 shields
A/D/M: 4/4/2
Upgrades To:   Cavalry
Abilities: Foot Soldier
           Starts Golden Age
*******************************************************************************
IMMORTALS (Persians)
Replaces:     Swordsman
Prerequisite: Iron Working
Resources:    Iron
Cost: 30 shields
A/D/M: 4/2/1
Abilities: Foot Soldier
           Starts Golden Age
*******************************************************************************
LEGIONARY (Romans)
Replaces:     Swordsman
Prerequisite: Iron Working
Resources:    Iron
Cost: 30 shields
A/D/M: 3/3/1
Abilities: Foot Soldier
           Starts Golden Age
*******************************************************************************
COSSACK (Russians)
Replaces:     Cavalry
Prerequisite: Military Tradition
Resources:    Horses; Saltpeter
Cost: 80 shields
A/D/M: 6/4/3
Abilities: Mounted
           Starts Golden Age
           Ranged Attack Animation
*******************************************************************************
IMPI (Zulus)
Replaces:     Spearman
Prerequisite: Bronze Working
Resources:    None
Cost: 20 shields
A/D/M: 1/2/2
Abilities: Foot Soldier
           Starts Golden Age
*******************************************************************************







*******************************************************************************
*******************************************************************************
IMPROVEMENTS OF CIVILIZATION III
*******************************************************************************
*******************************************************************************
LEGEND

NAME
The name of the city improvement.

PREREQUISITES
Most structures require only a certain tech to be built. Some, however, also
require that the city already contain a certain other building. It is noted
whether the prerequisite is a civilization advance, or a city improvement.

RESOURCES
Strategic resources the city must have to build this structure.

COST
The cost, in shields, to build this improvement.

MAINTENANCE
The cost per turn, in gold, to maintain this structure.

PRODUCTION
Shields produced per turn.

POLLUTION
Pollution produced per turn.

HAPPY FACES
Number of happy faces it produces for that city.

CULTURE
Culture points accumulated per turn.

DEFENSIVE VALUES
Only present for some improvements. The possible Defense values are for:
Bombard Defense--defense against land bombardment
Defense Bonus--percent defensive bonus to garrisoned units
Naval Power--Power with which the improvement attacks passing enemy naval units
Naval Bombard Defense--defense against bombardment from the sea
Air Power--Power with which this improvement attacks passing enemy air units

FLAGS
Any special notes, effects, or chacteristics.

All improvements are arranged alphabetically, except for the special ones.
Those are listed alphabetically by themselves, after all others have been
listed.

*******************************************************************************
AIRPORT
Prerequisites: Flight (Advance)
Cost:      160                     Maintenance: 2
Production:  0                     Pollution:   1
Flags: Militaristic
       Commercial
       Veteran Air Units
       Allows Air Trade
*******************************************************************************
AQUEDUCT
Prerequisites: Construction (Advance)
Cost:      100                     Maintenance: 1
Flags: Allows City Size Level 2
*******************************************************************************
BANK
Prerequisites: Banking (Advance)
               Marketplace (Improvement)
Cost:      120                     Maintenance: 1
Flags: Commercial
       +50% Tax Output
*******************************************************************************
BARRACKS
Cost:       40                     Maintenance: 1
Flags: Militaristic
       Veteran Ground Units
*******************************************************************************
CATHEDRAL
Prerequisites: Monotheism (Advance)
               Temple (Improvement)
Cost:      140                     Maintenance: 2
Happy Faces: 3                     Culture:     3
Flags: Religious
*******************************************************************************
COAL PLANT
Prerequisites: Industrialization (Advance)
               Factory (Improvement)
Resources:     Coal
Cost:      160                     Maintenance: 3
Production:  2                     Pollution:   2
Flags: Replaces All Improvements With This Flag Checked
*******************************************************************************
COASTAL FORTRESS
Prerequisites: Metallurgy (Advance)
Resources:     Iron; Saltpeter
Cost:       60                     Maintenance: 1
Flags: Militatistic
       Coastal Installation
*******************************************************************************
COLOSSEUM
Prerequisites: Construction (Advance)
Cost:      120                     Maintenance: 2
Happy Faces: 2                     Culture:     2
Flags: None
*******************************************************************************
COURTHOUSE
Prerequisites: Code of Laws (Advance)
Cost:       80                     Maintenance: 1
Flags: Resistant to Propaganda
       Reduces Corruption
*******************************************************************************
FACTORY
Prerequisites: Industrialization (Advance)
Resources:     Iron
Cost:      200                     Maintenance: 3
Production:  2                     Pollution:   2
*******************************************************************************
GRANARY
Prerequisites: Pottery (Advance)
Cost:       60                     Maintenance: 1
Flags: Doubles City Growth Rate
*******************************************************************************
HARBOR
Prerequisites: Map Making (Advance)
Resources:     None
Cost:       80                     Maintenance: 1
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     0
Flags: Militaristic
       Commercial
       Coastal Installation
       Veteran Sea Units
       Allows Water Trade
       Increases Food in Water
*******************************************************************************
HOSPITAL
Prerequisites: Sanitation (Advance)
Resources:     None
Cost:      120                     Maintenance: 2
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     0
Flags: Allows City Size Level 3
*******************************************************************************
HYDRO PLANT
Prerequisites: Electronics (Advance)
               Factory (Improvement)
Resources:     None
Cost:      240                     Maintenance: 3
Production:  2                     Pollution:   0
Happy Faces: 0                     Culture:     0
Flags: Must Be Near A River
       Replaces All Improvements With This Flag Checked
*******************************************************************************
LIBRARY
Prerequisites: Literature (Advance)
Resources:     None
Cost:       80                     Maintenance: 1
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     3
Flags: Scientific
       +50% Research Output
*******************************************************************************
MANUFACTURING PLANT
Prerequisites: Robotics (Advance)
               Factory (Improvement)
Resources:     None
Cost:      320                     Maintenance: 3
Production:  2                     Pollution:   2
Happy Faces: 0                     Culture:     0
Flags: None
*******************************************************************************
MARKETPLACE
Prerequisites: Currency (Advance)
Resources:     None
Cost:       80                     Maintenance: 1
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     0
Flags: Commercial
       +50% Tax Output
       Increases Luxury Trade
*******************************************************************************
MASS TRANSIT SYSTEM
Prerequisites: Ecology (Advance)
Resources:     Rubber
Cost:      160                     Maintenance: 2
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     0
Flags: Removes Population Pollution
*******************************************************************************
NUCLEAR PLANT
Prerequisites: Nuclear Power (Advance)
               Factory (Improvement)
Resources:     Uranium
Cost:      160                     Maintenance: 4
Production:  4                     Pollution:   0
Happy Faces: 0                     Culture:     0
Flags: Must Be Near Water
       Can Explode or Meltdown
       Reduces All Improvements With This Flag Checked
*******************************************************************************
OFFSHORE PLATFORM
Prerequisites: Miniaturization (Advance)
Resources:     None
Cost:      160                     Maintenance: 3
Production:  0                     Pollution:   2
Happy Faces: 0                     Culture:     0
Flags: Coastal Installation
       Increases Shields in Water
*******************************************************************************
PALACE
Prerequisites: Masonry (Advance)
Resources:     None
Cost:      400                     Maintenance: 0
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     1
Flags: Center of Empire
*******************************************************************************
POLICE STATION
Prerequisites: Communism (Advance)
Resources:     None
Cost:      100                     Maintenance: 1
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     0
Flags: Reduces War Weariness
*******************************************************************************
RECYCLING CENTER
Prerequisites: Recycling (Advance)
Resources:     None
Cost:      200                     Maintenance: 2
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     0
Flags: Reduces Building Pollution
*******************************************************************************
RESEARCH LAB
Prerequisites: Computers (Advance)
               University (Improvement)
Resources:     None
Cost:      160                     Maintenance: 2
Production:  0                     Pollution:   1
Happy Faces: 0                     Culture:     2
Flags: Scientific
       +50% Research Output
*******************************************************************************
SAM MISSILE BATTERY
Prerequisites: Rocketry (Advance)
Resources:     Aluminum
Cost:       80                     Maintenance: 2
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     0
Air Power:   8
Flags: Militaristic
*******************************************************************************
SOLAR PLANT
Prerequisites: Ecology (Advance)
Resources:     Aluminum
Cost:      320                     Maintenance: 3
Production:  2                     Pollution:   0
Happy Faces: 0                     Culture:     0
Flags: Replaces All Improvements With This Flag Checked
*******************************************************************************
TEMPLE
Prerequisites: Ceremonial Burial (Advance)
Resources:     None
Cost:       60                     Maintenance: 1
Production:  0                     Pollution:   0
Happy Faces: 1                     Culture:     2
Flags: Religious
*******************************************************************************
UNIVERSITY
Prerequisites: Education (Advance)
               Library (Improvement)
Resources:     None
Cost:      160                     Maintenance: 2
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     4
Flags: Scientific
       +50% Research Output
*******************************************************************************
WALLS
Prerequisites: Masonry (Advance)
Resources:     None
Cost:       20                     Maintenance: 0
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     0
Bombard Defense: 8
Defense Bonus:   50
Flags: Militaristic
*******************************************************************************
SS COCKPIT
Prerequisites: Space Flight (Advance)
Resources:     Aluminum
Cost:      320                     Maintenance: 0
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     0
Flags: None
*******************************************************************************
SS DOCKING BAY
Prerequisites: Space Flight (Advance)
Resources:     Aluminum
Cost:      160                     Maintenance: 0
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     0
Flags: None 
*******************************************************************************
SS ENGINE
Prerequisites: Space Flight (Advance)
Resources:     Aluminum
Cost:      640                     Maintenance: 0
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     0
Flags: None 
*******************************************************************************
SS EXTERIOR CASING
Prerequisites: Synthetic Fibers (Advance)
Resources:     Aluminum; Rubber
Cost:      640                     Maintenance: 0
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     0
Flags: None 
*******************************************************************************
SS FUEL CELLS
Prerequisites: Superconductor (Advance)
Resources:     Uranium
Cost:      160                     Maintenance: 0
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     0
Flags: None 
*******************************************************************************
SS LIFE SUPPORT SYSTEM
Prerequisites: Superconductor (Advance)
Resources:     Aluminum
Cost:      320                     Maintenance: 0
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     0
Flags: None
*******************************************************************************
SS PLANETARY PARTY LOUNGE
Prerequisites: The Laser (Advance)
Resources:     Aluminum
Cost:      160                     Maintenance: 0
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     0
Flags: None
*******************************************************************************
SS STASIS CHAMBER
Prerequisites: Synthetic Fibers (Advance)
Resources:     Aluminum
Cost:      320                     Maintenance: 0
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     0
Flags: None
*******************************************************************************
SS STORAGE/SUPPLY
Prerequisites: Synthetic Fibers (Advance)
Resources:     Aluminum
Cost:      160                     Maintenance: 0
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     0
Flags: None
*******************************************************************************
SS THRUSTERS
Prerequisites: Satellites (Advance)
Resources:     Aluminum
Cost:      320                     Maintenance: 0
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     0
Flags: None
*******************************************************************************
WEALTH
Prerequisites: None
Resources:     None
Cost:        0                     Maintenance: 0
Production:  0                     Pollution:   0
Happy Faces: 0                     Culture:     0
Flags: Capitalization
*******************************************************************************







*******************************************************************************
*******************************************************************************
WONDERS OF CIVILIZATION III
*******************************************************************************
*******************************************************************************
LEGEND

NAME
Name of wonder.

PREREQUITISTE
There can be a prerequisite Civilization Advance, which will be noted, or a set
number of a certain structure that your civilization must have built. In this
case, the name of the structure and the number needed will be noted. Other
requirements will be noted here as well.

OBSOLESCENCE
Advance which makes this wonder obsolete.

RESOURCES
Any resources needed will be noted.

COST
Cost, in shields, to build the wonder.

POLLUTION
Some wonders produce pollution.

CULTURE
Culture points accumulated per turn.

PRODUCTION
Shields per turn added to the city's production.

CHARACTERISTICS
The types of civilization attribute that are associated with this wonder.

EFFECTS
The effects of the wonder; there are a wide variety; they may be local, limited
to a continent, or civilization wide.

The Great Wonders are listed first in alphabetical order, from Colossus to
Universal Suffrage. Then the small wonders are listed alphabetically, beginning
with Apollo Program.

*******************************************************************************
THE COLOSSUS
Prerequisite:   Bronze Working (Advance)
Obsolescence:   Flight
Cost:           200
Culture:        3
Characteristic: Expansionist
                Religious
                Commercial
                Coastal Installation
Effects:        +1 Trade in each Trade-Producing Tile
*******************************************************************************
COPERNICUS'S OBSERVATORY
Prerequisite:   Astronomy
Cost:           400
Culture:        4
Characteristic: Expansionist
Effects:        Doubles Research Output
*******************************************************************************
CURE FOR CANCER
Prerequisite:   Genetics
Cost:           1000
Culture:        4
Characteristic: Scientific
Effects:        1 Happy Face In Every City
*******************************************************************************
THE GREAT LIBRARY
Prerequisite:   Literature
Obsolescence:   Education
Cost:           400
Culture:        6
Characteristic: Scientific
Effects:        Gain Any Advance Owned By 2 Civs
*******************************************************************************
THE GREAT LIGHTHOUSE
Prerequisite:   Map Making
Obsolescence:   Magnetism
Cost:           400
Culture:        2
Characteristic: Expansionist
                Commercial
                Coastal Installation
Effects:        Safe Sea/Ocean Travel
                +1 Ship Movement
*******************************************************************************
THE GREAT WALL
Prerequisite:   Construction
Obsolescence:   Metallurgy
Cost:           200
Culture:        2
Characteristic: Militaristic
                Industrious
Effects:        Double Combat Strength vs. Barbarians
                Doubles City Defenses
*******************************************************************************
THE HANGING GARDENS
Prerequisite:   Monarchy
Obsolescence:   Steam Power
Cost:           300
Culture:        4
Characteristic: Industrious
Effects:        3 Happy Faces In City
                1 Happy Face In All Cities
*******************************************************************************
HOOVER DAM
Prerequisite:   Electronics
                Must Be Near A River
Cost:           800
Culture:        3
Characteristic: Industrious
Effects:        Gain In Every City On Continent: Hydro Plant
*******************************************************************************
JS BACH'S CATHEDRAL
Prerequisite:   Music Theory
Cost:           600
Culture:        5
Characteristic: Religious
Effects:        2 Happy Faces In All Cities On Continent
*******************************************************************************
LEONARDO'S WORKSHOP
Prerequisite:   Invention
Cost:           600
Culture:        2
Characteristic: Militaristic
Effects:        Halves Unit Upgrade Cost
*******************************************************************************
LONGEVITY
Prerequisite:   Genetics
Cost:           1000
Culture:        3
Characteristic: Scientific
Effects:        City Growth Causes +2 Citizens (Instead of +1)
*******************************************************************************
MAGELLAN'S VOYAGE
Prerequisite:   Navigation
Cost:           400
Culture:        3
Characteristic: Expansionist
                Commercial
                Coastal Installation
Effects:        +1 Ship Movement
*******************************************************************************
THE MANHATTAN PROJECT
Prerequisite:   Fission
Resources:      Uranium
Cost:           800
Culture:        2
Characteristic: Militaristic
                Industrious
Effects:        Allows ALL Civs To Build Nuclear Devices
*******************************************************************************
NEWTON'S UNIVERSITY
Prerequisite:   Theory of Gravity
Cost:           400
Culture:        6
Characteristic: Scientific
Effects:        Doubles Research Output
*******************************************************************************
THE ORACLE
Prerequisite:   Mysticism
Obsolescence:   Theology
Cost:           300
Culture:        4
Characteristic: Religious
Effects:        Doubles Happiness of: Temple
*******************************************************************************
THE PYRAMIDS
Prerequisite:   Masonry
Cost:           400
Culture:        4
Characteristic: Religious
                Industrious
Effects:        Gain in Every City on Continent: Granary
*******************************************************************************
SETI PROGRAM
Prerequisite:   Computers
Cost:           1000
Culture:        3
Characteristic: Expansionist
Effects:        Doubles Research Output
*******************************************************************************
SHAKESPEARE'S THEATER
Prerequisite:   Free Artistry
Cost:           400
Culture:        6
Effects:        8 Happy Faces In City
*******************************************************************************
SISTINE CHAPEL
Prerequisite:   Theology
Cost:           600
Culture:        6
Characteristic: Religious
Effects:        Doubles Happiness of: Cathedral
*******************************************************************************
SMITH'S TRADING COMPANY
Prerequisite:   Economics
Cost:           600
Culture:        3
Characteristic: Commercial
Effects:        Pays Maintenance For Trade Installations
*******************************************************************************
THEORY OF EVOLUTION
Prerequisite:   Scientific Method
Cost:           600
Culture:        3
Characteristic: Scientific
Effects:        2 Free Civilization Advances are immediately granted
*******************************************************************************
THE UNITED NATIONS
Prerequisite:   Fission
Cost:           1000
Culture:        4
Characteristic: Commercial
Effects:        Allows Diplomatic Victory
*******************************************************************************
UNIVERSAL SUFFRAGE
Prerequisite:   Industrializtion
Cost:           800
Culture:        4
Characteristic: Militaristic
Effects:        Reduces War Weariness In All Cities
*******************************************************************************
APOLLO PROGRAM
Prerequisite:   Space Flight
Resources:      Aluminum
Cost:           500
Culture:        3
Characteristic: Scientific
Effects:        Build Spaceship Parts
*******************************************************************************
BATTLEFIELD MEDICINE
Prerequisite:   Must Have 5 Hospitals
Cost:           500
Culture:        1
Characteristic: Militarisitic
Effects:        Allows Healing In Enemy Territory
*******************************************************************************
FORBIDDEN PALACE
Prerequisite:   Must Have 8 Cities on a Standard Map
Cost:           300
Culture:        3
Characteristic: Religious
Effects:        Reduces Corruption
*******************************************************************************
HEROIC EPIC
Prerequisite:   Must have had a victorious Army
Cost:           200
Culture:        4
Characteristic: Religious
Effects:        Increases Chance of Leader Appearence
*******************************************************************************
INTELLIGENCE AGENCY
Prerequisite:   Espionage
Cost:           400
Culture:        1
Characteristic: Militaristic
                Scientific
Effects:        Allows Spy Missions
*******************************************************************************
IRON WORKS
Prerequisite:   Iron And Coal Must Be Within City Radius
Resources:      Iron; Coal
Cost:           300
Culture:        2
Production:     4
Pollution:      4
*******************************************************************************
MILITARY ACADEMY
Prerequisite:   Military Tradition
                Must have had a victorious Army
Cost:           400
Culture:        1
Characteristic: Militaristic
Effects:        Build Armies Without Leader
*******************************************************************************
THE PENTAGON
Prerequisite:   Must have 3 Armies currently in the field
Cost:           400
Culture:        1
Characteristic: Militaristic
Effects:        Build Larger Armies
*******************************************************************************
STRATEGIC MISSILE DEFENSE
Prerequisite:   Integrated Defense
                Must Have 5 SAM Missile Batteries
Cost:           500
Culture:        1
Characteristic: Militaristic
Effects:        Decreases Success of Missile Attacks by 75%
*******************************************************************************
WALL STREET
Prerequisite:   Must Have 5 Banks
Cost:           400
Culture:        2
Effects:        Treasury Earns 5% Interest
*******************************************************************************





*******************************************************************************
*******************************************************************************
TECHNOLOGIES OF CIVILIZATION III
*******************************************************************************
*******************************************************************************
LEGEND
The civilization Advancements are organized in blocks by Era. Essentially they
are listed within each Era in a chronological order; it is exactly the same
order in which the game lists them under the Editor's "Advancements" menu. 
This is the legend for the information given under each advancement.

NAME
Self-evident, this is the name of the advancement.

TIME PERIOD
One of four time periods; Ancient Times, Middle Ages, Industrial Ages, Modern
Times, are the four options.

PREREQUISITES
These are the advances which you must attain in order to unlock the subject
advance. Note that if you receive an advanced technology from an enemy civ or
as an opening tech, you must unlock all the prerequities before a technoology
can actually be used. For instance, if you trade an enemy civ for the Flight
advance, you must discover Combustion, Flight's prerequisite tech, before you
may actually build bombers and fighters.

COST
The cost of the unit: this shows, according to the game's own definition, "the
cost in shields of researching this advance." King Morgoth provided me with
this info:

The cost # is multiplied by a certain factor depending on the map size; these
factors determine the actual cost in shields. Here they are:

Tiny        "Cost" X 16
Small       "Cost" X 20
Standard    "Cost" X 24
Large       "Cost" X 32
Huge        "Cost" X 40

SPECIAL
Two types of information fall under this category. First, many techs have flags
associated with them, that set off special events or do other things, once you
have discovered the advance. Here is the complete list of potential flags.

Not Required for Era Advancement
Enables Irrigation Without Fresh Water
Enables Bridges (roads can cross rivers)
Disables Diseases From Flood Plains
Enables Conscription of Units
Enables Mobilization Levels
Enables Recycling
Enables Precision Bombing
Doubles Effect of "Wealth" City Improvement
Doubles Work Rate of Workers
Enables Diplomats 
Enables Mutual Protection Pacts
Enables Right of Passage Treaties
Enables Military Alliances
Enables Trade Embargoes
Enables Trade Over Sea Tiles
Enables Trade Over Ocean Tiles
Enables Map Trading
Enables Communication Trading

The other type of information listed for each advance is the subsequent techs,
units, city improvements, wonders, and government types that this advancement
allows you to develop. Subsequent advances may require ANOTHER tech to actually
be developed, and this is not noted, so be sure that you plan ahead and develop
ALL the prerequisites. New resources you can see will also be listed here.

*******************************************************************************
BRONZE WORKING
Time:          Ancient
Prerequisites: None
Cost:          3
Iron Working (Advance)
Spearman (Unit)
Hoplite (Unit)
Impi (Unit)
The Colossus (Wonder)
*******************************************************************************
MASONRY
Time:          Ancient
Prerequisites: None
Cost:          4
Mathematics (Advance)
Palace (Improvement)
Walls  (Improvement)
The Pyramids (Wonder)
*******************************************************************************
ALPHABET
Time:          Ancient
Prerequisites: None
Cost:          5
Writing (Advance)
Mathematics (Advance)
*******************************************************************************
POTTERY
Time:          Ancient
Prerequisites: None
Cost:          2
Map Making (Advance)
Granary (Improvement)
*******************************************************************************
THE WHEEL
Time:          Ancient
Prerequisites: None
Cost:          4
Horseback Riding (Advance)
Chariot (Unit)
War Chariot (Unit)
Horses (Resource)
*******************************************************************************
WARRIOR CODE
Time:          Ancient
Prerequisites: None
Cost:          3
Horseback Riding (Advance)
Monarchy (Advance)
Archer (Unit)
Bowman (Unit)
*******************************************************************************
CEREMONIAL BURIAL
Time:          Ancient
Prerequisites: None
Cost:          2
Mysticism (Advance)
Temple (Improvement)
*******************************************************************************
IRON WORKING
Time:          Ancient
Prerequisites: Bronze Working
Cost:          6
Construction (Advance)
Swordsman (Unit)
Immortals (Unit)
Legionary (Unit)
Iron (Resource)
*******************************************************************************
WRITING
Time:          Ancient
Prerequisites: Alphabet
Cost:          8
Enables Diplomats.
Enables Right of Passage Treaties.
Enables Military Alliances.
Enables Communication Trading.
Philosophy (Advance)
Literature (Advance)
Code of Laws (Advance)
Map Making (Advance)
*******************************************************************************
MYSTICISM
Time:          Ancient
Prerequisites: Ceremonial Burial
Cost:          4
Polytheism (Advance)
The Oracle (Wonder)
*******************************************************************************
MATHEMATICS
Time:          Ancient
Prerequisites: Masonry
               Alphabet
Cost:          8
Currency (Advance)
Construction (Advance)
Catapult (Unit)
*******************************************************************************
PHILOSOPHY
Time:          Ancient
Prerequisites: Writing
Cost:          6
The Republic (Advance)
*******************************************************************************
CODE OF LAWS
Time:          Ancient
Prerequisites: Writing
Cost:          10
The Republic (Advance)
Courthouse (Improvement)
*******************************************************************************
LITERATURE
Time:          Ancient
Prerequisites: Writing
Cost:          10
Not Required For Era Advancement.
Library (Improvement)
The Great Library (Wonder)
*******************************************************************************
MAP MAKING
Time:          Ancient
Prerequisites: Writing
               Pottery
Cost:          12
Enables Map Trading.
Galley (Unit)
Harbor (Improvement)
The Great Lighthouse (Wonder)
*******************************************************************************
HORSEBACK RIDING
Time:          Ancient
Prerequisites: The Wheel
               Warrior Code
Cost:          5
Horseman (Unit)
Mounted Warrior (Unit)
*******************************************************************************
POLYTHEISM
Time:          Ancient
Prerequisites: Mysticism
Cost:          12
Monarchy (Advance)
*******************************************************************************
CURRENCY
Time:          Ancient
Prerequisites: Mathematics
Cost:          16
Marketplace (Improvement)
*******************************************************************************
THE REPUBLIC
Time:          Ancient
Prerequisites: Philosophy
               Code of Laws
Cost:          28
Not Required For Era Advancement.
Republic (Government)
*******************************************************************************
MONARCHY
Time:          Ancient
Prerequisites: Warrior Code
               Polytheism
Cost:          24
Not Required For Era Advancement.
The Hanging Gardens (Wonder)
Monarchy (Government)
*******************************************************************************
CONSTRUCTION
Time:          Ancient
Prerequisites: Iron Working
               Mathematics
Cost:          20
Aqueduct (Improvement)
Colosseum (Improvement)
The Great Wall (Wonder)
*******************************************************************************
MONOTHEISM
Time:          Middle Ages
Prerequisites: None
Cost:          30
Theology (Advance)
Chivalry (Advance)
Cathedral (Improvement)
*******************************************************************************
FEUDALISM
Time:          Middle Ages
Prerequisites: None
Cost:          26
Chivalry (Advance)
Invention (Advance)
Pikeman (Unit)
*******************************************************************************
ENGINEERING
Time:          Middle Ages
Prerequisites: None
Cost:          36
Enables Bridges.
Invention (Advance)
*******************************************************************************
THEOLOGY
Time:          Middle Ages
Prerequisites: Monotheism
Cost:          32
Printing Press (Advance)
Education (Advance)
Sistine Chapel (Wonder)
*******************************************************************************
CHIVALRY
Time:          Middle Ages
Prerequisites: Monotheism
               Feudalism
Cost:          30
Not Required For Era Advancement.
Knight (Unit)
Rider (Unit)
War Elephant (Unit)
Samurai (Unit)
*******************************************************************************
INVENTION
Time:          Middle Ages
Prerequisites: Feudalism
               Engineering
Cost:          40
Gunpowder (Advance)
Longbowman (Unit)
Leonardo's Workshop (Wonder)
*******************************************************************************
PRINTING PRESS
Time:          Middle Ages
Prerequisites: Theology
Cost:          32
Not Required For Era Advancement.
Democracy (Advance)
*******************************************************************************
MUSIC THEORY
Time:          Middle Ages
Prerequisites: Education
Cost:          30
Not Required For Era Advancement.
JS Bach's Cathedral (Wonder)
*******************************************************************************
EDUCATION
Time:          Middle Ages
Prerequisites: Theology
Cost:          42
Music Theory (Advance)
Banking (Advance)
Astronomy (Advance)
University (Improvement)
*******************************************************************************
GUNPOWDER
Time:          Middle Ages
Prerequisites: Invention
Cost:          44
Chemistry (Advance)
Musketman (Unit)
Musketeer (Unit)
Saltpeter (Resource)
*******************************************************************************
BANKING
Time:          Middle Ages
Prerequisites: Education
Cost:          48
Democracy (Advance)
Economics (Advance)
Bank (Improvement
*******************************************************************************
ASTRONOMY
Time:          Middle Ages
Prerequisites: Education
Cost:          48
Enables Trade Over Sea Tiles.
Navigation (Advance)
Physics (Advance)
Caravel (Unit)
Copernicus's Observatory (Wonder)
*******************************************************************************
CHEMISTRY
Time:          Middle Ages
Prerequisites: Gunpowder
Cost:          52
Physics (Advance)
Metallurgy (Advance)
*******************************************************************************
DEMOCRACY
Time:          Middle Ages
Prerequisites: Printing Press
               Banking
Cost:          56
Not Required For Era Advancement.
Free Artistry (Advance)
Democracy (Government)
*******************************************************************************
ECONOMICS
Time:          Middle Ages
Prerequisites: Banking
Cost:          44
Not Required For Era Advancement.
Doubles Effect of "Wealth" City Improvement.
Smith's Trading Company (Wonder)
*******************************************************************************
NAVIGATION
Time:          Middle Ages
Prerequisites: Astronomy
Cost:          52
Enables Trade Over Ocean Tiles.
Explorer (Unit)
Magellan's Voyage (Wonder)
*******************************************************************************
PHYSICS
Time:          Middle Ages
Prerequisites: Astronomy
               Chemistry
Cost:          56
Theory of Gravity (Advance)
Magnetism (Advance)
*******************************************************************************
METALLURGY
Time:          Middle Ages
Prerequisites: Chemistry
Cost:          52
Military Tradition (Advance)
Cannon (Unit)
Coastal Fortress (Improvement)
*******************************************************************************
FREE ARTISTRY
Time:          Middle Ages
Prerequisites: Democracy
Cost:          56
Not Required For Era Advancement.
Shakespeare's Theater (Wonder)
*******************************************************************************
THEORY OF GRAVITY
Time:          Middle Ages
Prerequisites: Physics
Cost:          60
Newton's University (Wonder)
*******************************************************************************
MAGNETISM
Time:          Middle Ages
Prerequisites: Physics
Cost:          60
Enables Trade Over Ocean Tiles.
Frigate (Unit)
Galleon (Unit)
Man O War (Unit)
*******************************************************************************
MILITARY TRADITION
Time:          Middle Ages
Prerequisites: Metallurgy
Cost:          56
Not Required For Era Advancement.
Cavalry (Unit)
Cossack (Unit)
Military Academy (Wonder)
*******************************************************************************
NATIONALISM
Time:          Industrial Ages
Prerequisites: None
Cost:          100
Not Required For Era Advancement.
Enables Conscription of Units.
Enables Mobilization Levels.
Enables Mutual Protection Pacts.
Enables Trade Embargoes.
Communism (Advance)
Espionage (Advance)
Rifleman (Unit)
*******************************************************************************
STEAM POWER
Time:          Industrial Ages
Prerequisites: None
Cost:          96
Industrialization (Advance)
Electricity (Advance)
Ironclad (Unit)
Coal (Resource)
*******************************************************************************
MEDICINE
Time:          Industrial Ages
Prerequisites: None
Cost:          84
Scientific Method (Advance)
Sanitation (Advance)
*******************************************************************************
COMMUNISM
Time:          Industrial Ages
Prerequisites: Nationalism
Cost:          100
Not Required For Era Advancement.
Police Station (Improvement)
Communism (Government)
*******************************************************************************
INDUSTRIALIZTION
Time:          Industrial Ages
Prerequisites: Steam Power
Cost:          88
Espionage (Advance)
The Corporation (Advance)
Coal Plant (Improvement)
Factory (Improvement)
Universal Suffrage (Wonder)
*******************************************************************************
ELECTRICITY
Time:          Industrial Ages
Prerequisites: Steam Power
Cost:          100
Enables Irrigation Without Fresh Water.
Scientific Method (Advance)
Replaceable Parts (Advance)
*******************************************************************************
SCIENTIFIC METHOD
Time:          Industrial Ages
Prerequisites: Medicine
               Electricity
Cost:          96
Atomic Theory (Advance)
Theory of Evolution (Wonder)
*******************************************************************************
SANITATION
Time:          Industrial Ages
Prerequisites: Medicine
Cost:          80
Not Required For Era Advancement.
Disables Disease From Flood Plains.
Hospital (Improvement)
*******************************************************************************
ESPIONAGE
Time:          Industrial Ages
Prerequisites: Nationalism
               Industrialization
Cost:          76
Not Required For Era Advancement.
Intelligence Agency (Wonder)
*******************************************************************************
THE CORPORATION
Time:          Industrial Ages
Prerequisites: Industrialization
Cost:          92
Refining (Advance)
Steel (Advance)
*******************************************************************************
REFINING
Time:          Industrial Ages
Prerequisites: The Corporation
Cost:          100
Combustion (Advance)
Oil (Resource)
*******************************************************************************
STEEL
Time:          Industrial Ages
Prerequisites: The Corporation
Cost:          100
Combustion (Advance)
*******************************************************************************
ATOMIC THEORY
Time:          Industrial Ages
Prerequisites: Scientific Method
Cost:          160
Electronics (Advance)
*******************************************************************************
COMBUSTION
Time:          Industrial Ages
Prerequisites: Refining
               Steel
Cost:          120
Flight (Advance)
Mass Production (Advance)
Destroyer (Unit)
Transport (Unit)
*******************************************************************************
REPLACEABLE PARTS
Time:          Industrial Ages
Prerequisites: Electricity
Cost:          84
Doubles Work Rate Of Workers.
Mass Production (Advance)
Artillery (Unit)
Infantry (Unit)
Rubber (Resource)
*******************************************************************************
FLIGHT
Time:          Industrial Ages
Prerequisites: Combustion
Cost:          140
Advanced Flight (Advance)
Bomber (Unit)
Fighter (Unit)
Airport (Improvement)
*******************************************************************************
AMPHIBIOUS WAR
Time:          Industrial Ages
Prerequisites: Mass Production
Cost:          92
Not Required For Era Advancement.
Marine (Unit)
*******************************************************************************
MASS PRODUCTION
Time:          Industrial Ages
Prerequisites: Combustion
               Replaceable Parts
Cost:          100
Amphibious War (Advance)
Motorized Transportation (Advance)
Battleship (Unit)
Carrier (Unit)
Submarine (Unit)
*******************************************************************************
ELECTRONICS
Time:          Industrial Ages
Prerequisites: Atomic Theory
Cost:          120
Motorized Transportation (Advance)
Radio (Advance)
Hydro Plant (Improvement)
Hoover Dam (Wonder)
*******************************************************************************
MOTORIZED TRANSPORTATION
Time:          Industrial Ages
Prerequisites: Mass Production
               Electronics
Cost:          100
Advanced Flight (Advance)
Tank (Unit)
Panzer (Unit)
*******************************************************************************
ADVANCED FLIGHT
Time:          Industrial Ages
Prerequisites: Flight
               Radio
               Motorized Transportation
Cost:          140
Not Required For Era Advancement.
Helicopter (Unit)
Paratrooper (Unit)
*******************************************************************************
RADIO
Time:          Industrial Ages
Prerequisites: Electronics
Cost:          140
Advanced Flight (Advance)
*******************************************************************************
ROCKETRY
Time:          Modern
Prerequisites: None
Cost:          160
Space Flight (Advance)
Cruise Missile (Unit)
Jet Fighter (Unit)
F-15 Fighter (Unit)
SAM Missile Battery (Improvement)
Aluminum (Resource)
*******************************************************************************
FISSION
Time:          Modern
Prerequisites: None
Cost:          220
Nuclear Power (Advance)
Superconductor (Advance)
Nuclear Submarine (Unit)
Manhattan Project (Wonder)
The United Nations (Wonder)
Uranium (Resource)
*******************************************************************************
COMPUTERS
Time:          Modern
Prerequisites: None
Cost:          180
Miniaturization (Advance)
The Laser (Advance)
Mech Infantry (Unit)
Research Lab (Improvement)
SETI Program (Wonder)
*******************************************************************************
RECYCLING
Time:          Modern
Prerequisites: Ecology
Cost:          240
Enables Recycling.
Synthetic Fibers (Advance)
Recycling Center (Improvement)
*******************************************************************************
SPACE FLIGHT
Time:          Modern
Prerequisites: Rocketry
Cost:          240
Superconductor (Advance)
Satellites (Advance)
Tactical Nuke (Unit)
SS Cockpit (Improvement)
SS Docking Bay (Improvement)
SS Engine (Improvement)
Apollo Program (Wonder)
*******************************************************************************
NUCLEAR POWER
Time:          Modern
Prerequisites: Fission
Cost:          200
The Laser (Advance)
Nuclear Plant (Improvement)
*******************************************************************************
SUPERCONDUCTOR
Time:          Modern
Prerequisites: Fission
               Space Flight
Cost:          220
Integrated Defense (Advance)
SS Life Support System (Improvement)
*******************************************************************************
MINIATURIZATION
Time:          Modern
Prerequisites: Computers
Cost:          180
Genetics (Advance)
Robotics (Advance)
Offshore Platform (Improvement)
*******************************************************************************
ECOLOGY
Time:          Modern
Prerequisites: None
Cost:          160
Recycling (Advance)
Mass Transit System (Improvement)
Solar Plant (Improvement)
*******************************************************************************
SYNTHETIC FIBERS
Time:          Modern
Prerequisites: Recycling
Cost:          200
Stealth (Advance)
Modern Armor (Unit)
SS Exterior Casing (Improvement)
SS Stasis Chamber (Improvement)
SS Storage/Supply (Improvement)
*******************************************************************************
SATELLITES
Time:          Modern
Prerequisites: Space Flight
Cost:          200
Smart Weapons (Advance)
Integrated Defense (Advance)
ICBM (Unit)
SS Thrusters (Improvement)
*******************************************************************************
THE LASER
Time:          Modern
Prerequisites: Nuclear Power
               Computers
Cost:          220
Smart Weapons (Advance)
Robotics (Advance)
SS Planetary Party Lounge (Improvement)
*******************************************************************************
GENETICS
Time:          Modern
Prerequisites: Miniaturization
Cost:          240
Cure For Cancer (Wonder)
Longevity (Wonder)
*******************************************************************************
STEALTH
Time:          Modern
Prerequisites: Synthetic Fibers
Cost:          220
Stealth Bomber (Unit)
Stealth Fighter (Unit)
*******************************************************************************
SMART WEAPONS
Time:          Modern
Prerequisites: Satellites
               The Laser
Cost:          160
Enables Precision Bombing.
Integrated Defense (Advance)
*******************************************************************************
ROBOTICS
Time:          Modern
Prerequisites: The Laser
               Miniaturization
Cost:          200
AEGIS Cruiser (Unit)
Radar Artillery (Unit)
Manufacturing Plant (Improvement)
*******************************************************************************
INTEGRATED DEFENSE
Time:          Modern
Prerequisites: Superconductor
               Satellites
               Smart Weapons
Cost:          180
Strategic Defense Initiative (Wonder)
*******************************************************************************




*******************************************************************************
*******************************************************************************
OTHER TOPICS
*******************************************************************************
*******************************************************************************
VICTORY TYPES: SPECIFIC REQUIREMENTS
Domination Victory:
  1. Must control 66% of the world's territory (land squares).
  2. Must have 66% of the world's total population.
Diplomatic Victory:
  1. Must win vote in UN Council.
  2. To be a candidate, must meet one of following:
      a. Builder of UN Wonder.
      b. Control 25% of world's land area.
      c. Control 25% of world's total population.
Cultural Victory (1):
  1. Your civilization must have over 100,000 culture points.
  2. All other civs must have less than half your culture points.
Cultural Victory (2):
  1. Any city in your empire must have 20,000 culture points.
Space Race Victory:
  1. Must be first nation to complete all 10 parts of the spaceship.
Conquest Victory:
  1. Must completely eliminate all other civilizations.
Histographic Victory:
  1. Must have highest score at end of the game.

CITY POPULATIONS DATA TABLE
All city population numbers are listed, along with the actual value in people 
that represents, and the number of accumulated food needed to move to the 
next level. Note that the Granary improvement counts for some food toward 
each level; this data assumes no Granary in the city. I make breaks at 6 and 
12, because special improvements are needed to pass those figures, and at 20, 
because after this point any additional citizens cannot be workers and must 
be specialists.

#        Actual Population           Stored food to next level
1                   10,000                                  20
2                   30,000                                  20
3                   60,000                                  20
4                  100,000                                  20
5                  150,000                                  20
6                  210,000                                  20

7                  280,000                                  40
8                  360,000                                  40
9                  450,000                                  40
10                 550,000                                  40
11                 660,000                                  40
12                 780,000                                  40

13                 910,000                                  60
14               1,050,000                                  60
15               1,200,000                                  60
16               1,360,000                                  60
17               1,530,000                                  60
18               1,710,000                                  60
19               1,900,000                                  60
20               2,100,000                                  60

21               2,310,000                                  60
22               2,530,000                                  60
23               2,760,000                                  60
24               3,000,000                                  60
25               3,250,000                                  60
26               3,510,000                                  60
27               3,780,000                                  60
28               4,060,000                                  60
29               4,350,000                                  60
30               4,650,000                                  60

Now, to find the city's actual population, take what it reads in the 
population column and add 1000 times the total number of stored food in the 
city. You must include what is in the Granary, if there is a Granary. The sum 
of the city values is your total population. So it is clear, that you slowly 
rise as your city fills up the stored food column, and then get a large boost 
when you cross a new threshold.

You will quickly notice that for a city with population number N, the actual 
base population value is:
                       10000*[(N)+(N-1)+. . .+(2)+(1)]
Each successive population point adds 10000 more population than the one 
before it to your empire's total population.

Also note that the times of fastest growth are just before the first two 
breaks, since you will have more excess food but the same food to next level. 
Thus, when a city is at size 6-7 or 12-13, it is an ideal time to build 
Settlers and Workers, since the city will recover from the population loss 
more swiftly.

I stopped the list at 30 because few cities in a real game exceed 30 
population points. But if you use the editor to allow very high population 
values (hint: set food consumption per citizen to 1 and food produced per 
grassland to 3) then actual population values quickly become astronomical. At 
45 pop points, a city has over 10 million inhabitants, and at just 141 
population points, a city breaks the 100 million mark. 100 million is a 
pretty good sized empire, let alone a city!



TERRAIN & TERRAIN IMPROVEMENTS
The different terrain types in Civilization have significant effects on 
strategy, city management, and the general course of the game. In the first 
column of the following list, there is the name of the terrain. The next 
columns have the standard production of the square in Food/Shields/Commerce. 
ROADS have a +1 commerce effect on all squares. IRRIGATED squares produce one 
extra food, and the following terrain types can be irrigated: Plain, 
Grassland, Desert, and Flood Plain. All terrain but Forests, Jungle, and 
Flood Plains can be mined; MINES add 2 shields to Mountain or Hill squares 
and one shield to all other squares. Workers can also turn Forest or Jungles 
into the underlying terrain type (plain or grassland) and can plant forests 
on Plain or Grassland squares. RAILROADS appear not to fulfill their stated 
function in the manual. They appear to add one shield to all shield producing 
squares, but also to add one food to the output of irrigated squares. The 
last column shows all resources that might appear on this type of terrain.

Coast          1 - 2   Fish
Desert         - 1 -   Saltpeter; Oil; Incense
Flood Plains   3 - -   Wheat
Forest         1 2 -   Rubber; Uranium; Furs; Dyes; Spice; Ivory; Silks; Game
Grasslands     2 - -   Horses; Wines; Cattle; Wheat
Hills          1 1 -   Horses; Iron; Coal; Aluminum; Wines; Ivory; Gold
Jungle         1 - -   Coal; Rubber; Dyes; Spices; Silks; Gems
Mountains      - 1 -   Iron; Saltpeter; Coal; Uranium; Gems; Gold
Ocean          1 - -   -
Plains         1 1 -   Horses; Oil; Aluminum; Wines; Incense; Cattle; Wheat
Sea            1 - 1   Fish; Whales
Tundra         1 - -   Oil; Furs; Game

All squares bordering a RIVER produce one extra commerce. Grassland squares 
with a silver dot in the center produce one shield instead of zero.


GOVERNMENTS
There are six types of government available to you in Civilization III, and 
one is the default "suck" government, Anarchy. The other five have strong and 
weak points, but generally go in this order:

Despotism --> Monarchy --> Communism --> Republic --> Democracy

Republic and Democracy are the basic peacetime governments; the other three 
are more suited to war.

Despotism:  Corruption is devastating.
            Two units in each city make an unhappy face content.
            Production rushed by sacrificing population.
            Four units supported by each city.
Monarchy:   Corruption is severe.
            Three units in each city make an unhappy face content.
            Pay to rush production.
            2 units supported per town; 4 per city; 8 per metropolis.
Communism:  Corruption is evenly distributed among all your cities.
            Four units in each city make an unhappy face content.
            Production rushed by sacrificing population.
            Same unit support as Monarchy.
Republic:   Corruption is moderate.
            No military police.
            Pay to rush production.
            No units are supported.
            One extra commerce in all commerce-producing squares.
Democracy:  Corruption is the lowest of all governments.
            No military police.
            Pay to rush production.
            No units are supported.
            One extra commerce in all commerce-producing squares.


COMBAT CALCULATION
The combat system has changed slightly from previous Civilization games. 
Here's how it now works. Each unit involved in combat has from 1-5 hit 
points. You can see the number of HP the unit has by looking at the status 
bar that is right next to the unit. Conscript units have a normal maximum of 
2 HP; Regular units, 3 HP; Veterans, 4 HP; and Elite units, 5 HP. Injured or 
damaged units may have less HP than this. In a battle, units will fight until 
one unit's HP are completely exhausted, then it dies. Fast units, fighting 
non-fast units, will retreat if their HP drops to one, instead of dying.

Combat consists of rounds. In each round in a battle, one unit or the other 
will lose one hit point. The determination of which units loses the round is 
based on two factors, the attacker's Attack Strength and the defender's 
Modified Defense Strength.

The Attack Strength is the just the number given for Attack in the unit's 
stats. For instance, Horsemen have 2 Attack Strength.

The Defense Strength also appears in the unit's stats. However, it is 
modified by a number of factors, and the Modified Defense is the number used 
in the combat calculation. Here are the various bonuses that a defender can 
receive (terrain bonuses are based on the space the defender is occupying, 
the attacker's terrain is irrelevant):
   Bonus for most terrain                      10%
   Forest                                      25%
   Jungle                                      25%
   Hill                                        50%
   Mountain                                   100%
   Defending across a river                    25%
   Unit is fortified                           25%
   Unit is in a fortress                       50%
   Garrisoned in walled Town (population 1-6)  50%
   Garrisoned in City (population 7-11)        50%
   Garrisoned in Metropolis (population 12+)  100%
All defense bonuses are cumulative.

Now, you have the Attack Strength ("ATK") and the Modified Defense Strength 
("MDEF"). Here is the formula to determine a unit's chance of winning a 
round:

Attacker's win probability:  (ATK) / (ATK + MDEF)

Defender's win probability:  (MDEF) / (ATK + MDEF)

So for instance, say an Infantry unit (6 ATK) attacks a Rifleman unit (5 base 
defense) when the Rifleman is on a hill square (50% defense bonus). Thus, 
ATK=6 and MDEF=5+5*.5=7.5.

Infantry's win probability=   6/13.5  =  .4444444444
Rifleman's win probability=  7.5/13.5 =  .5555555555

Thus, the Rifleman has a 55% chance of winning any given round. But, if the 
Infantry starts the battle with 4 HP and the Rifleman has only 3, the 
Infantry is still more likely to win the battle. Here is the overall formula 
to determine your attacking unit's chance to win a battle. (This assume 
neither unit is fast).

A = Attack strength
D = Modified defense value
X = Attacker's HP before battle
Y = Defender's HP before battle
                                   XA * 100
Attacker's chance to win   =    --------------  %
                                   XA + YD

This should help you determine when you should attack, and when you 
shouldn't!

A note on bombardment. This works, from the attacking perspective, just like 
regular combat, except that the bombarding unit cannot lose HP, and the 
Bombard value is used in place of the attack. So a cannon, with Bombard of 8, 
has a 8/13 chance of hitting a Rifleman. If it hits, the Rifleman loses 1 HP; 
if not, then nothing happens. Some unit have a "Rate of Fire" greater than 1, 
and this corresponds to an extra round of bombardment. Thus, you could hit a 
unit twice, once, or not at all. When you are trying to bombard structures or 
population, both of these have an automatic defense of 12 against 
bombardment.


CULTURAL BORDERS
This section concerns the mathematics behind culture and cultural borders. 
When I describe the shape of a city's cultural boundary, I'm moving top to 
bottom, and indicating the width at each level. For instance, 3-3-3 is a 3x3 
square, and 3-5-5-5-3 is the size of a city radius. Each cultural level is 
given with the necessary amount of culture, the shape of the boundary at that 
level, and the number of squares of territory controlled by the city at that 
level.

#1   0-9 Culture               3-3-3                       9 squares
#2   10-99 Culture             3-5-5-5-3                  21 squares
#3   100-999 Culture           3-5-7-7-7-5-3              37 squares
#4   1000-9999 Culture         3-5-7-9-9-9-7-5-3          57 squares
#5   10000-99999 Culture       3-5-7-9-11-11-11-9-7-5-3   81 squares

Note that as structures become more venerable, they begin to accumulate more 
and more culture every turn.

Note that the following are the only culture producing structures:
Temple (2)                        Library (3)
Cathedral (3)                     University (4)
Colosseum (2)                     Research Lab (2)
Thus the most effective build order in terms of culture generation is 
Library, University, Temple, Cathedral, Colosseum, and Research Lab. The most 
culture a regular city can produce per turn (assuming no venerability 
bonuses) is 16 points of culture. Note that if you set up a new city and 
proceed to rush improvements from scratch, in the best order a city could 
reach Size #2 on its second full turn of existence and Size #3 on its ninth 
turn of existence. This knowledge can, if you are rich, allow you to expand 
your borders into new areas very quickly. (See: THE CULTURE PUSH, above.)

Now a little discussion of city defection, and how you can use it to best 
advantage. There are many factors that go into determining whether a city 
changes its allegiance and joins an enemy civ. The one thing that must be 
true for a city to flip is an "or" statement. For an enemy city to come into 
your hands, either there must be some of your nationals living in the city, 
or the cultural boundaries of your empire must expand into at least one of 
the city radius squares of the given city. Thus, as long as the entire radius 
of a city is owned by its own empire, and there are no foreigners present, 
the city cannot defect. Here a list of the most important factors affecting 
defection:

1. Number of foreign workers or resisters in the city.
2. Amount of city radius owned by other civilizations.
3. Total culture of both empires.
4. Culture in the city held by both empires. If two different civs have 
accumulated culture in the same city, the city keeps track of how much 
culture each has earned. For instance, if my 500 culture city is captured, 
and the enemy builds a Temple, the city might pick up some points of his 
culture. But it will still remember my 500 culture, so the city still leans 
toward me culturally.
5. Relative distances from the two capitals. Note an effect of this: if you 
have a situation in which there is an enemy civ on your east, and nothing but 
ocean on your west, the locations of you Palace and Forbidden Palace can be 
switched to increase the chance of enemy cities defecting. For instance, say 
that right now your Palace is in the west of your empire. Build the Forbidden 
Palace in that capital or any other eastern city, and rebuild your actual 
Palace in the west. This will move your capital closer to the enemy cities, 
thus enticing them to defect.
6. Civil Disorder increases the chance of defection.
7. We Love The Emperor Day decreases the chance of defection.

Even with all this, city defection is by no means a sure thing; the chances 
are low. But given enough time, any city will come to realize how great your 
empire really is!

CALCULATING THE SCORE
Only four factors are taken into account to determine your final score. They 
are: Happy Citizens; Content/Specialist Citizens; Territory; and Level of 
Difficulty. Here's the formula:

T = Territory (# of tiles)
H = # of Happy Citizens
C = # of Content and Specialist Citizens
D = Difficulty level (Chieftain=1 to Deity=6)

Per-turn score = (T + 2H + C) * D

Each turn, the computer records your per-turn score. Then, to find your 
actual score at that point in the game, it adds up all the per-turn scores, 
and divides that sum by the total number of elapsed turns.

If you win by any method before time expires, you get an added bonus for how 
long it took you. This bonus equals (2050-Year of victory)*Difficulty level. 
Thus, if you win in 2025 on Regent, you get a 75 point bonus. If you happen 
to win in BC era, add the year to 2050 instead of subtracting.

CIVILIZATION III EDITOR
Undoubtedly one of the best features of Civilization III is the editor that 
comes packaged with the game. On the negative side, the editor is not yet 
fully featured; you can't use the editor to place cities, units, etc. on the 
map, and therefore you can't create scenarios. However a patch for the editor 
that includes a scenario editor will soon be released, I'll probably update 
this section then.

The map editor is a nice feature, allowing you to create maps or modify maps 
that others have created. All aspects of the map can be altered: terrain, 
resources, forests, player starting positions, etc.

To create a new map, you can choose to start from a blank map of uniform 
terrain, or you can choose to have the computer create a random map for you 
to work with. There are the basic world sizes:

Tiny                 60x60       3600 tiles         4 civilizations
Small                80x80       6400 tiles         6 civilizations
Standard            100x100     10000 tiles         8 civilizations
Large               140x140     19600 tiles        12 civilizations
Huge                180x180     32400 tiles        16 civilizations

You can also edit maps that you have made, or others have made. Many maps are 
available for download on the internet; the game also comes with two maps, an 
Earth map on Standard size and an Earth map on Huge size.

The rules can also be edited with this program to set up a game with a 
different set of rules. Almost all aspects of the game can be changed here: 
the stats of units, the effects of city improvements, the tech tree, 
civilization abilities, etc. Experimenting with the rules can provide a fun 
twist to the regular game.

CHEATS
Most bugs in the game have been fixed in the latest patch.

The Rush Wonder Cheat: In a city where you want to build a Wonder, select the  
most expensive improvement available to you, and then rich it. Then, 
immediately switch production to the Wonder you want! The shields you just 
rushed will be contributed to the new Wonder. Only works on Chieftain and 
Warlord difficulty.
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FREQUENTLY ASKED QUESTIONS (FAQs)
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I try not to answer questions that you could find the answer to just sitting in
the manual, but I also try to cover most of the questions that have been
floating around the boards.


Q: Which form of government is the best?
A: Well, the game would like to have you believe that all forms have their
   merits. However, Democracy is the best form of government in Civ III. The
   bonuses you recieve in production and commerce are more than worth the
   problems posed by war weariness. Unlike in Civ II, a single city revolting
   under Democracy will not drag down your empire, so this form of government
   has in fact been strengthened in this edition. All in all, once you discover
   Democracy (which may take awhile, allowing that it is far from the main
   advancements route) you should try to have a revolution to it, unless you
   are planning a major war and are not ready to combat war weariness with 
   happiness improvements and Police Stations.


Q: Why is this game so slow?
A: Yes, this is absolutely the most asked question about Civ III. I can't know
   what kind of system you're running, but on the minimum system this game runs
   very slowly. Late in the game on a huge map, you may well have to wait ten
   minutes between turns. This is because the game is calculating the moves for
   each and every enemy unit out there. Anyway, you can't do anything about it,
   so just live with it. The only thing I recommend is, under Preferences, turn
   off the Enemy Movement Animations. This will only make turns take longer, so
   if you don't care to see what your enemy is doing turn this off.


Q: How do I build embassies and/or plant spies?
A: This is an often questioned point of the game. You need to go to your 
   capital city and click on the star next to it to build an embassy in an
   enemy capital. Once you build the Intelligence Agency, this star has a
   pentagon around it. This means that by clicking, you can plant a spy, just
   like you used to plant an embassy.


Q: I need [insert resource here]! Where can I find this?
A: Be warned, on some small maps resources may be hard to come by. On small
   maps, the scarcity of resources plays a big role in the game and securing
   resources is essential. Anyway, here are all the game's different resources,
   the Advance that causes them to appear, and what types of terrain can have
   them. Only strategic resources need an Advance to appear. The others are
   there from the beginning of the game. The last column is the production
   bonus given by that resource: Food/Shields/Commerce.

   Horses     The Wheel          Plains; Grassland; Hills          0/0/1
   Iron       Iron Working       Hills; Mountains                  0/1/0
   Saltpeter  Gunpowder          Desert; Hills; Mountains          0/0/1
   Coal       Steam Power        Hills; Mountains; Jungle          0/2/1
   Oil        Refining           Desert; Plains; Tundra            0/1/2
   Rubber     Replaceable Parts  Forest; Jungle                    0/0/2
   Aluminum   Rocketry           Plains; Hills                     0/2/0
   Uranium    Fission            Mountains; Forest                 0/2/3
   Wines      Luxury             Plains; Grassland; Hills          1/0/1
   Furs       Luxury             Tundra; Forest                    0/1/1
   Dyes       Luxury             Forest; Jungle                    0/0/1
   Incense    Luxury             Desert; Hills                     0/0/1
   Spices     Luxury             Forest; Jungle                    0/0/2
   Ivory      Luxury             Plains; Forest                    0/0/2
   Silks      Luxury             Forest; Jungle                    0/0/3
   Gems       Luxury             Mountains; Jungle                 0/0/4
   Whales     Bonus              Sea                               1/1/2
   Game       Bonus              Tundra; Forest                    1/0/0
   Fish       Bonus              Coast; Sea                        2/0/1
   Cattle     Bonus              Plains; Grassland                 2/1/0
   Wheat      Bonus              Plains; Grassland; Flood Plain    2/0/0
   Gold       Bonus              Hills; Mountains                  0/0/4


Q: My resource disappeared! Is my game messed up?
A: No, resources exhaustion is a natural part of Civ III. Certain strategic
   resources can be consumed if they are being used by a civilization. The
   resource will always reappear somewhere else on the map; the total amount
   of that resource present on the map will never change. But the resource
   won't always reappear in your territory, so this can be extremely bad for
   you. It should encourage you to try and secure more than one of each
   of the six resources that can be exhausted. In the following table, each
   strategic resource is listed, along with its chance to be exhausted (every
   turn, the computer "rolls" to see if the resource will disappear, so each
   turn the given resource has X% chance of disappearing. Resources do not
   disappear until they are developed; if no city has connected to a resource
   yet, it can't be exhausted.):

   Horses        0.000 %      NOTE: Even though Iron and Saltpeter have low
   Iron          0.125 %      chances of disappearing, you develop them much
   Saltpeter     0.125 %      earlier in the game. Thus, since the computer
   Coal          0.250 %      will check against them so many more times, they
   Oil           0.500 %      actually are more likely than all other resources
   Rubber        0.000 %      to be exhausted during the course of the game.
   Aluminum      0.250 %
   Uranium       1.000 %


Q: This unit has won so many battles! Why won't it reach Elite?
A: There is a set chance of any unit upgrading its level. This is:
   Conscript (2 HP) --> Regular (3 HP)       1 in 2 chance (50%)
   Regular (3 HP) --> Veteran (4 HP)         1 in 4 chance (25%)
   Veteran (4 HP) --> Elite (5 HP)           1 in 8 chance (13%)
   Units belonging to militaristic civilizations have a doubled chance to
   upgrade; i.e 1:1, 1:2, 1:4. Any unit fighting a barbarian unit, as opposed
   to a civilization's unit, has its chance halved--1:4, 1:8, 1:16 for non-
   militaristic civilizations. Note, however, that any unit which wins two
   battles in the same turn automatically gains a level. 


Q: Which civs are the most fun to play?
A: The civs that are the most fun to play aren't the civs that are the easiest
   to win with. Persia, China, Babylon, Germany, Japan, and Rome are all pretty
   fun to play. China is especially fun when you want a war-filled game, as
   militaristic and industrious really allow you to keep your wars going...and
   trying to maintain democracy through this adds an element of challenge.

Q: Finally, what can I expect from the Civilization III expansion?
A: Civilization III: Play the World is slated for release in October 2002. It
   will include a number of online multiplayer modes, as well as some additions
   to the single player game. There will be new victory types as well as new
   game modes. Eight new civilizations will be included as well as some new
   gameplay features. There will also be a vastly improved mod and scenario
   editor, featuring new packs of units and terrain artwork. The confirmed new
   civs at latest update were the Spanish and the Mongols, plus six unknowns
   of course.

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PLAY THE WORLD INFORMATION
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Play the World is the new expansion pack for Civilization III, and it has some
great new features which add fun new elements to the gameplay.

The following section includes information on new civilizations and new units
from the Play The World expansion. It should be obvious where they leave off
the units and begin on the civs.

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ANSAR WARRIOR (Arabs)
Replaces:     
Prerequisite: 
Resources:    
Cost: 
A/D/M: 
Upgrades To:  
Abilities: 
*******************************************************************************
NUMIDIAN MERCENARY (Carthage)
Replaces:     Pikeman
Prerequisite: Bronze Working
Resources:    None
Cost: 30
A/D/M: 2/3/1
Upgrades To:  
Abilities: 
*******************************************************************************
GALLIC SWORDSMAN (Celts)
Replaces:     
Prerequisite: 
Resources:    
Cost: 
A/D/M: 
Upgrades To:  
Abilities: 
*******************************************************************************
HWACHA (Koreans)
Replaces:     
Prerequisite: 
Resources:    
Cost: 
A/D/M: 
Upgrades To:  
Abilities: 
*******************************************************************************
KESHIK (Mongols)
Replaces:     
Prerequisite: 
Resources:    
Cost: 
A/D/M: 
Upgrades To:  
Abilities: 
*******************************************************************************
SIPAHI (Ottomans)
Replaces:     
Prerequisite: 
Resources:    
Cost: 
A/D/M: 
Upgrades To:  
Abilities: 
*******************************************************************************
CONQUISTADOR (Spain)
Replaces:     Explorer
Prerequisite: 
Resources:    Horses
Cost: 70
A/D/M: 3/2/2
Upgrades To: None  
Abilities: All terrain treated as road
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BERSERK (Vikings)
Replaces:     
Prerequisite: 
Resources:    
Cost: 
A/D/M: 
Upgrades To:  
Abilities: 
*******************************************************************************

Replaces:     
Prerequisite: 
Resources:    
Cost: 
A/D/M: 
Upgrades To:  
Abilities: 
*******************************************************************************

Replaces:     
Prerequisite: 
Resources:    
Cost: 
A/D/M: 
Upgrades To:  
Abilities: 
*******************************************************************************
KING UNITS
For use in new game types, each Civilization now has a unique King unit
representing their mobile leader. Every King unit has an A/D/M stats of 1/1/2.
However, each King has a different unit name and I will list them here (the
names are the same as that Civ's default leader name, if you didn't know
already.
*******************************************************************************
ARABS

Tribe Names: Arabs, Arabia, Arabian
Ruler Name: Czarina Catherine (female)
Culture Group: European
Favored Gov't: Communism
Hated Gov't: Democracy
Aggression Level: Above Average
Unique Color: Brown
Bonuses: Expansionist
         Scientific
Opening Techs: Pottery
               Bronze Working
Unique Unit: COSSACK replaces CAVALRY
      A/D/M: 6/4/3










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CLOSING STATEMENT
Thanks for reading the guide! Man, it was a lot of work, but it was worth it.
Now, on to the expansion pack!

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ACKNOWLEDGEMENTS:
Thanks to King Morgoth for some info about the cost of developing techs.

Thanks to the creators of Civ III!
Thanks to Sid Meier for a great game!
Thanks to Dell for a great computer to play it on!
Thanks to GameFAQs, and especially to CJayC for doing such a great job there.
Most of all thanks to me, for the time it took to gather this information.

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This file is copyright by Denouement (Chris Parham). You may NOT reproduce or
distribute this guide in any manner, electronically or otherwise, without the
express written permission of the author. You may not display this guide on any
page in which there are advertisment banners. Below can be found the list of
sites that are permitted to host this guide. This list can be changed at any
time.

"The Civilization III FAQ"
Last Update: 5.11.2003
Version: 1.2
DENOUEMENT