hide results

    FAQ/Strategy Guide by Denouement

    Version: 1.2 | Updated: 05/11/03 | Printable Version | Search Guide | Bookmark Guide

    *******************************************************************************
                              CIVILIZATION III for PC
    *******************************************************************************
                                      FAQ (v1.2)
    *******************************************************************************
                          By DENOUEMENT (cgparham757@aol.com)
    *******************************************************************************
    
                                                      333333333333333333333
                |------------------------|              |||    |||    |||
                | FAQ AND STRATEGY GUIDE |              |||    |||    |||
                |------------------------|              |||    |||    |||
                                                        |||    |||    |||
     XXXXX XX XX     XX XX XX     XX XXXXXXX   XXX  XXXXXXXX XX   XXXX   XX    X
    XX     XX XX     XX XX XX     XX     XX   XX XX    XX    XX  XX  XX  XXX   X
    XX     XX XX     XX XX XX     XX    XX   XX   XX   XX    XX XX    XX XXXX  X
    XX     XX  XX   XX  XX XX     XX   XX    XX   XX   XX    XX XX    XX XX XX X
    XX     XX   XX XX   XX XX     XX  XX     XXXXXXX   XX    XX  XX  XX  XX  XXX
     XXXXX XX    XXX    XX XXXXXX XX XXXXXXX XX   XX   XX    XX   XXXX   XX   XX
                                                        |||    |||    |||
                                                        |||    |||    |||
                     BY DENOUEMENT                      |||    |||    |||
                                                        |||    |||    |||
                                                      333333333333333333333
    
    *******************************************************************************
    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!
    
    *******************************************************************************
    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.
    
    *******************************************************************************
    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
    
    *******************************************************************************
    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)
    *******************************************************************************
    
    
    
    
    *******************************************************************************
    *******************************************************************************
    THE BASICS
    *******************************************************************************
    *******************************************************************************
    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
    *******************************************************************************
    *******************************************************************************
    
    
    
    
    *******************************************************************************
    *******************************************************************************
    STRATEGIES
    *******************************************************************************
    *******************************************************************************
    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.
    *******************************************************************************
    *******************************************************************************
    
    
    
    
    
    *******************************************************************************
    *******************************************************************************
    FREQUENTLY ASKED QUESTIONS (FAQs)
    *******************************************************************************
    *******************************************************************************
    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.
    
    *******************************************************************************
    *******************************************************************************
    PLAY THE WORLD INFORMATION
    *******************************************************************************
    *******************************************************************************
    
    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.
    
    *******************************************************************************
    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
    *******************************************************************************
    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
    
    
    
    
    
    
    
    
    
    
    *******************************************************************************
    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!
    
    *******************************************************************************
    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.
    
    *******************************************************************************
    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