CIV_III_Gold_chFM_v04.
CIV_III_Gold_chFM_v04.
CIV_III_Gold_chFM_v04.qxd 9/18/03 10:56 AM Page iv CONTENTS CHAPTER 1 GAME R EQUIREMENTS AND I NSTALLATION 1 The ReadMe File ..................................................................1 System Requirements ..........................................................1 Setup and Installation ..........................................................2 Saving, Quitting, and Loading Games ...............................3 CHAPTER 2 I NTRODUCTION 5 Five Impulses of Civilization .................
CIV_III_Gold_chFM_v04.qxd 9/18/03 10:56 AM Page vi Orders ..................................................................................13 Airlift ([T]) ....................................................................14 Automate Worker ([A]) ..................................................14 Bombard ([B]) ..............................................................14 Build Army ([B]) ............................................................14 Build Colony ([B]) ...........................
CIV_III_Gold_chFM_v04.qxd CHAPTER 9/18/03 10:56 AM Page viii 5 CHAPTER I F YOU ’ VE PLAYED BEFORE … 55 General .................................................................................55 Units .....................................................................................56 Terrain and Movement ......................................................59 Cities ....................................................................................61 Advances .................................
CIV_III_Gold_chFM_v04.qxd CHAPTER 9/18/03 10:56 AM Page x 8 CHAPTER 99 U NITS Military Units ....................................................................101 Ground Units ..............................................................102 Naval Units ..................................................................102 Air Units ....................................................................102 Leaders and Armies ......................................................104 Combat ............
CIV_III_Gold_chFM_v04.qxd CHAPTER 9/18/03 10:56 AM Page xii Cultural Victory ................................................................175 12 Histographic Victory ........................................................176 Eliminate by Regicide ......................................................176 153 Eliminate by Killing all Kings .........................................177 Conducting Diplomacy ...................................................154 Mood and Personality ................
CIV_III_Gold_chFM_v04.qxd 9/18/03 10:56 AM Page xiv Multiplayer Diplomacy......................................................194 Turn-Based, Simultaneous Movement and Turnless ......194 Hot Seat and Play by E-Mail ........................................196 Chatting...............................................................................197 APPENDICES 199 A PPENDIX Keyboard Shortcuts ......................................................199 Terrain Charts .....................................
CIV_III_Gold_ch01-7v04.qxd “Even the tallest tower begins with the first stone.” 9/18/03 11:01 AM Page 1 1 GAME R EQUIREMENTS AND I NSTALLATION In the beginning…the Earth was without form and void. It will stay that way until you install the game and start playing. Here’s how. The ReadMe File The Civilization® III Gold CD-ROM game has a ReadMe file where you can view both the License Agreement and updated information about the game.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:01 AM Page 2 Windows® 98/Me/2000/XPcompatible video card* Sound: Windows® 98/Me/2000/XPcompatible sound card* DirectX®: DirectX® version 8.1 (included) or higher LAN or Internet connection required for some multiplayer modes. Microphone required for voice chat. *Indicates a device that is compatible with DirectX® version 8.1 or higher. Video: Setup and Installation 1. Start Windows® 98/Me/2000/XP. 2. Insert Civilization III Gold Disc 1 into your CD-ROM drive. 3.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:01 AM Page 4 2 I NTRODUCTION “There are so many worlds, and I have not yet conquered even one.” Five Impulses of Civilization There is no single driving force behind the urge toward civilization, no one goal toward which every culture strives. There is, instead, a web of forces and objectives that impel and beckon, shaping cultures as they grow.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:01 AM Page 6 of your population. Perhaps you’ll assign more of your population to entertainment,or you might clamp down on unrest with a larger military presence.You can establish trade with other powers to bring in luxuries and strategic resources to satisfy the demands of your empire. Knowledge On the flip side of your economics management is your commitment to scholarship.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:01 AM Page 8 We’ve tried to organize the chapters in the order that you’ll need them if you’ve never played a Civilization game before. If you’re new to the game, the sidebars on concepts should help you understand the fundamentals of the game. The ReadMe file on the CD-ROM has the rundown on the very latest changes, things that didn’t make it into this manual. (Due to printing and binding time, the manual has to be completed before final tweaks are made.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:01 AM Page 10 When you give a unit the order to Bombard, your cursor changes to cross-hairs. Use the crosshairs to select the target of the bombardment. (If the cursor becomes anything other than crosshairs, you’ve moved it outside the effective range of the bombardment.) Only certain units have this ability; check the Civilopedia entry for a unit if you suspect it might be capable of bombardment.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:01 AM Page 12 • Government: Below the unit icon, the Info Box lists your civilization’s name and current form of government. Icon Move Units in Stack: Click on this button to give a GoTo order to all of the units that occupy the same square as the currently selected unit. Units on transports must be unloaded before you can give them a stack GoTo order. Note: Stacked units move at the movement rate of the slowest unit in the stack.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:01 AM Page 14 Airlift ([T]) Use this order to move a unit that has not yet moved this turn from any of your cities served by an Airport to any of your other cities with an Airport.This travel uses all of the unit’s movement points for that turn. Only one unit can be airlifted from or into each city per turn. Automate Worker ([A]) If you would rather not give a Worker specific commands every time it finishes a job, you can automate it.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:02 AM Page 16 Clean Up Pollution ([Shift]-[C]) Use this order to tell a Worker to detoxify a polluted square. Clear or Replant Forest ([N] or [Shift]-[C]) GoTo ([G]) Click this order to have a Worker clear the Forest square in which it stands or reforest a square that’s devoid of trees.This results in a change in the square’s terrain type, generally for the better. Clearing a Forest also provides a few shields for the nearest friendly city.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:02 AM Page 18 Load/Unload ([L]) Give this order to a ship to activate all its passenger units, allowing them to move ashore or onto another ship. The ship must be adjacent to a land square, a city square, or another friendly ship.You can also click on the ship to bring up a box showing all the shipboard units. Wait ([W] or [Tab]) Use this to order the current active unit to wait for orders until you have given every other active unit something to do.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:02 AM Page 20 3 SETTING U P A GAME “If I had the power to remake the world…ahh, but that is folly.” When you launch the game, the opening animation begins. You can watch it through, or you can click the left mouse button or press any key to cut it short. Beginning a game means choosing the circumstances in which you want to play.Your options include specifying the number of opponents and customizing the world you’ll explore.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:02 AM Page 22 CD-ROM game. Older scenarios from other Civilization games are not compatible. Multiplayer: Play your choice of multiplayer games against human opponents. See Chapter 14: Multiplayer for more details. Hall of Fame: See the standings attained by the most successful rulers in previous games. Preferences: Set game preferences. Set volume levels for audio options.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:02 AM Page 24 three Water Coverage settings, each with three potential Land Mass settings. 80% Ocean: Choosing this option gives your world a small number of land squares and a larger number of ocean squares. 70% Ocean: This option yields land and ocean squares roughly equivalent to that of our own Earth. 60% Ocean:This option produces a larger number of land squares and a small number of ocean squares.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:02 AM Page 26 Player Setup The second screen of options is where you decide who you’ll be and how tough a challenge you’re ready for.You can also customize gameplay. In the center is your Leader Portrait, a preview of how you’ll appear to other civilizations in the game. All around it are the various options, which we’ll describe in a moment. When you are happy with all your choices, click the O icon to begin the game.
Replaces Rome Militaristic, Commercial Alphabet,Warrior Code Legionary Swordsman Greece Scientific, Commercial Bronze Working,Alphabet Hoplite Spearman Germany Militaristic, Scientific Warrior Code, Bronze Working Panzer Tank China Militaristic, Industrious Warrior Code, Masonry Rider Knight Japan Militaristic, Religious The Wheel, Ceremonial Burial Samurai Knight India Religious, Commercial Ceremonial Burial,Alphabet War Elephant Knight Aztecs Militaristic, Religious Warrio
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:02 AM Page 30 Difficulty Levels Choose the level of difficulty at which you wish to play.There are a number of new features and adjustments that will not be familiar to players of previous versions. If you are used to playing the Civilization game at a particular level, we recommend that you start your first Civilization III game one or two levels of difficulty easier. (New players don’t need to worry, as they have no bad habits to break.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:02 AM Page 32 Preserve Random Seed: When this option is checked, the state of the current game’s random number generator is locked when you save a game, so that saving and loading have no effect on random events in the game. Here’s an example. Right after you save your game, one of your units is attacked and destroyed by an enemy unit.You can reload your last save and allow the combat to occur again.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:03 AM Page 34 4 FOR BEGINNERS ONLY “One clear example is worth more than a warehouse full of inscribed clay tablets.” First of all, we’d like to welcome you to the Civilization family. The game is easy to learn, but we’ve found that it helps to introduce new players to the basic elements. That’s what this chapter is for. To make it more interesting, we’ll use an imaginary sample game to illustrate the main points.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:03 AM Page 36 Looking for a place to settle A good city site provides a variety of resources. Normally, the lines dividing the map squares are invisible. To see how the terrain is divided, press [Ctrl]-[G] to turn on the map grid. Press [Ctrl]-[G] again to remove the grid lines. Before you move your Settler, take the time to examine the surrounding terrain. Right-click on any unoccupied, visible square, and a pop-up opens.
CIV_III_Gold_ch01-7v04.qxd Strategic Resources Box 9/18/03 11:03 AM Population Roster Page 38 City Name Map Production Box Food Box Improvements Roster Luxuries Box Garrison You have the option of moving citizens to different terrain squares if you want to produce different combinations of resources.In our situation,we can see by the icons on the map of the City Radius that the Fish square is generating three food and two coins.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:03 AM Page 40 better military units, city improvements, and Wonders of the World. Growth: The surplus food generated by the town eventually leads to population growth.When the Food Storage Box is completely filled, a new citizen is added to the population (and the box is emptied). Steady city growth leads to increased productivity and the ability to expand our civilization by building Settlers and Workers to colonize and tame the wilderness.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:03 AM Page 42 Looking at the date, we see that several years of game time have passed. Early turns each span a number of years.As the game progresses, the turns get shorter, dropping eventually to one year apiece. Meanwhile, Back in the City… Now, let’s take a look at what happened in our town between turns.We double-click on Washington (on the map) to open the City Display. A few things have changed since we first looked.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:03 AM Page 44 Bronze Working allows us to build Spearmen, and it allows research into Iron Working. Since Bronze Working has provided the ability to build a good defensive unit, we can move on to a research path that enhances our growth capability.We click on Pottery, and it’s marked as #1, meaning that it’s the first project in our Research Queue. (For the details on setting up a Research Queue, refer to Chapter 9: Civilization Advances.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:03 AM Page 46 Population Increase The Waiting Game We move the Warrior around for a few turns, exploring the area around Washington. Pretty soon, two things happen. First, the population of the town increases to two. Second, Washington completes the Spearman it was building.When we open Washington’s City Display, we see that the Food Storage Box is now empty. Next turn, it will start filling up again, accumulating food for the next population increase.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:03 AM Page 48 lot of Forest. Pressing [B], we order the Settler to build a new town.Again, we could name the city anything we want, but we’ll just leave the default name of New York. Important Caveat Sending our Settler out on its own like this is dangerous. Settlers are unarmed and cannot defend themselves if attacked. Any enemy unit—or even a barbarian unit—that comes along can simply capture our Settler.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:03 AM Page 50 York’s City Display again and look at the Resource Map.After the construction of the road, the same Grassland square is now generating one commerce in addition to its former resources. Not only do we get this benefit, but roads also increase movement speed; friendly units move three times faster along a road, no matter what type of terrain the road passes through. Even better, the terrain can be improved further.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:03 AM Page 52 of government currently available to us.We choose Monarchy, and our civilization is now ruled as one. Let’s take a look at the effects of the government change.We’ll open Washington’s City Display and look at the production changes. The city’s food production has increased by three. Note that the Grassland square we irrigated earlier is now generating three food instead of two.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:04 AM Page 54 5 I F YOU ’ VE PLAYED BEFORE … “I know the situation. Just tell me what’s changed.” If you’ve played before, much of what’s in the game will be familiar, but there is much that’s different, in ways both obvious and subtle.This chapter summarizes the major changes, and it’s meant for experienced players. If you’re new to the game, some of it might not make sense right away. General Here are a few broad changes that affect the game overall.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:04 AM Page 56 explanations of the creation and benefits of culture, see the relevant sections in Chapter 11: Managing Your Cities. Mouse cursor scroll: Move your mouse cursor to any edge of the World Map, and your view will shift in that direction until you move the mouse away from the edge again or reach one of the poles. This is a handy way to see terrain that’s just out of sight or to scan large areas.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:04 AM Page 58 Like all other units, they’re supported with funds from your treasury. Capture: Enemy forces can now capture defenseless units, like Settlers, Workers, and artillery. If there’s no defender nearby, any military unit (one with an attack factor) can take control of a unit that’s incapable of defending itself.A captured Settler or Worker retains its nationality, but serves its new civilization as unquestioningly as it did its previous ruler.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:04 AM Page 60 Shields from clearing forests: When a Worker finishes clearing a Forest square, this delivers a number of production shields to the nearest city.The forest still changes into a terrain type more suited to irrigation, too.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:04 AM Page 62 tired of it. This effect is known as war weariness. Under representative governments (Republic and Democracy), war weariness causes great unhappiness in your cities. Wonders:You’ll find the list of Wonders of the World (and their effects) somewhat different. New to this game is the concept of Small Wonders. These are great projects that aren’t necessarily one of a kind.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:04 AM Page 64 with leaders, luxuries, strategic resources, Workers, and even cities. Trade agreements:Trade routes and supply and demand have been integrated into diplomacy. If you want to set up ongoing commerce with another civilization, you must do it explicitly during negotiations.You and the other leaders can trade surplus resources and luxuries in any way you see fit.All trade agreements last 20 turns before coming up for review (unless war cuts them off).
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:04 AM Page 66 “There is no city of gold.” 6 T HE BASICS OF TOWNS AND C ITIES When you start a game, your first units are surrounded by the darkness of the unknown.Though you could choose to let this Settler and others wander around, the first military unit they ran across would capture them. As soon as you find a decent site, you should have your Settler build a permanent settlement—a town.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:04 AM Page 68 resources into food, industrial production, technology, and cash. One way to measure the success of your civilization is by the number and size of cities you control. Larger cities collect more taxes, conduct more scientific research, and produce new items faster. Civilizations with small numbers of cities and small city sizes risk being overrun by larger, more powerful neighbors. You can acquire new cities in a few ways.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:04 AM Page 70 Founding New Towns The most common way you gain new cities is by sending out Settlers to build them and Workers to tame the wilderness around them. The terrain under and around your city is important, so if you want to select the best possible place for your future metropolis, make sure to read “Choosing Your Location” below. (If you want to jump right in, choose a square with rivers and special resources near it.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:05 AM Page 72 • Strategic resources are materials necessary for building certain units, improvements, and Wonders. If you have no Iron, for example, you can’t build armor for Knights or rails for Railroads.As your civilization advances, you’ll become aware of new strategic resources that you were unable to appreciate earlier. Strategic resources are more likely to appear on certain terrain types, so it’s not impossible to predict where these might appear.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:05 AM Page 74 If captured by military means, a city becomes yours to raze or to keep. If you let it stand, you install new governors to control and manage as you instruct. Acquiring an enemy city can also lead to side benefits, such as plundered gold and captured Workers. Capture does not affect Wonders of the World, but destroying a city does (see Chapter 10:Wonders for more details). Small Wonders in a city are always destroyed when the city changes hands.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:05 AM Page 76 the population gets large enough,you could have them working the entire area. For the city’s population to survive and grow, the radius must encompass terrain that the citizenry can cultivate to produce food. Grasslands and Plains are naturally the most fecund, and you can increase the agricultural output of most terrain types with irrigation. Your most important cities also have raw materials (shields) available.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:05 AM Page 78 select more than one of these three, the governors strike a balance between those you’ve chosen. • Emphasize food – instructs the governors to maximize the food produced. • Emphasize shields – instructs the governors to maximize shield production. • Emphasize commerce – instructs the governors to maximize income from commerce. • Manage production:This gives the governors your permission to assign building projects as they see fit.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:05 AM Page 80 7 T ERRAIN AND MOVEMENT “We do not inherit the land from our ancestors; we take it from those who defend it poorly.” Terrain and Movement Concepts As mentioned in “City Concepts” in the previous chapter, the game map is divided into small squares, each containing a distinct type of terrain.These are called terrain squares.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:05 AM Page 82 The proximity of enemy units or cities can also restrict a unit’s movement options. For one thing, your units cannot share a square with either. Less obvious is the fact that some units can attack your units as they pass. This can also restrict a unit’s movement options. (For more detail, read “Retreat” in Chapter 8: Units.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:05 AM Page 84 • Coast, Sea, and Ocean squares generate substantial amounts of commerce income, and cities on the coast can build seagoing units, Harbors, and other useful improvements. • Desert squares are dry terrain that can be developed for marginal production. • Forest squares are difficult to travel through, but yield decent raw materials. They can also be cleared to gain a one-time shield bonus.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:05 AM Page 86 • Coal is an easily harnessed (though often dirty) source of energy. Early methods of generating steam power rely on coal burning. • Oil fills too many purposes in the modern economy to name.Though its pollution potential is problematic, most civilizations are willing to take the risks to gain oil’s economic and industrial benefits. • Rubber, like oil, has a marvelous abundance of uses in an industrial society.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:05 AM Page 88 Pollution Pollution appears within the City Radius of any city that is excessively productive (produces lots of shields) or has a very large population. Pollution warning symbols begin appearing on the City Display when the combined pressures of smog and industrial pollution begin to create a significant threat of contamination.The number of symbols corresponds to the probability each turn of a square within the city radius becoming polluted.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:05 AM Page 90 Minor Tribes and Barbarians Villages of thatch-roofed huts scattered about the map indicate the presence of minor tribes.These populations are too isolated, not organized enough, or too migratory to develop into major civilizations. Minor tribes come in two flavors: active and passive. Active tribes are warlike groups that periodically send out raiding parties.Their warriors attack on sight and attempt to loot your towns and cities.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:06 AM Page 92 Movement The Active Unit How do you know whose turn it is to move? Every turn, the game activates each unit in turn by marking it with a blinking cursor. (If the new active unit isn’t currently onscreen, the map centers on it, too.) You can give orders to each unit as it becomes the active unit.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:06 AM Page 94 Special Orders There are five special movement orders that deserve fuller explanations. Hold If you want a unit to hold its position for the turn, press the Spacebar or click the Hold Order. GoTo Orders To send a unit on a long trek, you have three options: 1. Click the GoTo Order (or use the shortcut key of [G]), then move your mouse cursor to the destination square and click there. 2.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:06 AM Page 96 Otherwise, right-click on the square in which it stands (or the ship).This opens a box listing all the units in that square. Click the name of the unit you wish to activate. Fortified units within a city can be activated by right-clicking on the city or from within the City Display. Navigating the Map Window We’ve talked about moving your units around the map, but several tools allow you to look at different map areas and move around the game world.
CIV_III_Gold_ch01-7v04.qxd 9/18/03 11:06 AM Page 98 Air Units Air units do not have or use movement points like other units. Instead, each type has an operational range.This range is not affected by terrain type; air units can cross both land and sea squares.When you give an air unit a mission, the target of the mission must be inside the unit’s operational range— it cannot fly any farther.Air units on air superiority missions have a defensive range, which is half of their operational range.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 U NITS “Give me a hundred fierce and loyal warriors, and I will bring peace from horizon to horizon.” 11:10 AM Page 99 8 Units are groups of citizens and soldiers that can move around the world and interact with other units and civilizations. Some non-combat units—such as Workers, Scouts, and Settlers—have special functions that are explained separately. Unit Concepts Each civilization’s units have coloring that reflects whose service they are currently in.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:10 AM Page 100 Attack strength shows the likelihood of inflicting damage when attacking an opponent. Units with high attack strengths are useful for offensives (attacking the other unit first). Defense strength represents the ability of a unit to defend itself when attacked; it is the likelihood that damage will be inflicted on an attacking unit. Units with high defense strengths are useful for defending cities and other positions against enemy troops.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:10 AM Page 102 later. All units, whether they are combat or non-combat oriented, are described in the Civilopedia. Ground Units The majority of the units in the game are ground units.These forces move over the map square by square.They spend movement points according to the type of terrain they are entering, and they attack rival units when you move them into a square containing an enemy unit.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:10 AM Page 104 Missiles If a city is the target of a normal cruise missile attack, the city suffers a bombard attack. A nuclear missile attack destroys half the population, regardless of nationality. Military units have a 50% chance of surviving a nuclear attack. In addition to the loss of units, cities, and improvements, all land terrain squares adjacent to the impact square become polluted. As you might expect, all missile units are one-shot attackers.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:10 AM Page 106 Hit Points and Damage Healing Hit points are graphically indicated by the colored health bar near each unit. Both the length of the health bar (the number of segments) and the color are significant.As a unit loses hit points in an attack, its health bar gets shorter. In addition, when the unit is reduced to approximately two-thirds of its full strength, the health bar changes from green to yellow.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:10 AM Page 108 of heavy arithmetic for each combination of factors, but the calculations for each round of combat can be boiled down to a simple comparison. The total modified attack and defense factors are combined, and the probability of either side winning is approximately the ratio of each side’s factor compared to this total. For example, if a Knight (attack factor 4) attacks a Spearman (defense factor 2), the total of the factors is 6 (4 + 2).
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:10 AM Page 110 The Walls improvement raises the defense strength of units within a town (size 6 or less) by 50%—the same bonus given by a city (size 7–12).This boost is applicable to attacks by all ground units. (Note that units inside a city of size 7 or more get no bonus from Walls.) The Coastal Fortress increases the defense strength of all units within a city by 50% against naval attacks. The Coastal Fortress can also take shots at passing enemy ships.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:10 AM Page 112 tion, reforestation, clearing, pollution cleanup (detoxification), and reforestation in succession, the land can take it. If the order button you want doesn’t appear in the usual place, it’s because the task cannot be accomplished on that square at this time. Perhaps undertaking another improvement will make the desired option available in the future. For instance, a Jungle square cannot be irrigated.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:11 AM Page 114 To have the Worker irrigate the square they’re in, then irrigate every square in a continuous path linking the Worker’s current location to the nearest city, press [Ctrl]-[I]. Clear Clearing terrain is a low-tech, labor-intensive form of land transformation, available only for some terrain types.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:11 AM Page 116 to select the destination square, in the same way as you do for a GoTo order. Bu i ld C olo ny Sometimes you find out too late—after you’ve built a city—that there’s a great strategic resource or luxury just a few squares outside the City Radius.You can’t wait until the city’s border expands to bring it under your dominion; you need the resource now. If you have a Worker available, you can solve this problem by building a colony.
CIV_III_Gold_ch08-11v04.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:11 AM Page 120 9 C IVILIZATION A DVANCES “It is in the pursuit and study of the natural sciences that mankind provides the greatest evidence of his nobility, of his spark of the divine.” As humankind progressed by fits and starts through the ages, civilizations rose and fell, their success or failure due to what knowledge they acquired and how they employed it.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:11 AM Page 122 Advances Scientific research is what drives your civilization’s intellectual growth. The science each city generates every turn represents spending on research, a percentage of the total income from commerce the city brings in.You can adjust this percentage (for your civilization as a whole) with the Science Rate controller on the Domestic Advisor’s screen. A low science rate generates advances slowly; a high rate generates them more quickly.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:11 AM Page 124 entire future of science.You can use the arrows near the bottom of the screen to move between the ages of scientific discovery.You can take a look at the Civilopedia entry for any advance by right-clicking on the name of the advance.The entries for any units, improvements, or Wonders are also just a click away. When you decide which advance you’re most interested in pursuing, just click on it.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:11 AM Page 126 • Navigation • Printing Press Industrial • Advanced Flight • Amphibious Warfare • Communism • Espionage • Nationalism • Sanitation These advances are not required, but can certainly be useful. Optional advances frequently make construction of Great Wonders possible. Future Technology After your scientists discover the last of the named advances, they can begin researching futuristic advances.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:12 AM Page 128 10 WONDERS “The measure of a great ruler is the monuments she leaves behind.” A Wonder of the World—whether it’s a Great Wonder or a Small Wonder—is a dramatic,awe-inspiring accomplishment. It is typically a great achievement of engineering, science, or the arts, representing a milestone in history.As your civilization progresses through the years, certain advances make building Wonders of the World possible.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:12 AM Page 130 Every civilization can build the same Small Wonders, but only after they have accomplished the prerequisite achievement. Every Wonder confers a specific benefit on the civilization that owns it (you can find the specifics in the Civilopedia listing for each Wonder). If a Great Wonder is captured (along with the city it’s in), its benefits go to the new owner. Small Wonders in a city are always destroyed when the city is captured.
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CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:12 AM Page 134 11 M ANAGING YOUR C ITIES “Cities are like lovers. Treat them well—but not too well—and you will get what you want from them.” Each city has different assets and demands, so each should be managed somewhat differently from the others.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:12 AM Page 136 the Food Storage Box. If the box empties, one citizen is removed from the Population Roster and your city decreases in size. Experienced players should note that military units no longer require shield support from their city of origin. Support for military units comes out of your treasury. Settlers and Workers also do not require food support from their city of origin.They’re supported with money from your treasury, like other units.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:12 AM Page 138 and, concurrently, the strength of your civilization.The size of your population is a major factor in determining your Civilization Score and is a measure of how well you have ruled. • A town has a population of 6 or lower. • It becomes a city when the population is 7–12. • Above population 12, it’s a metropolis. The citizens of a city who work the surrounding countryside harness the economic resources within the city’s radius.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:12 AM Page 140 certain city improvements. Improvements that can help are the Library, University, and Research Lab—plus some Wonders. Chapter 9: Civilization Advances goes into detail about how to read the advances tree. Entertainment The greater the entertainment contribution each city makes, the happier your people are. The entertainment rate you set determines the amount of bonus happy faces created in each city.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:13 AM Page 142 City Size and Walls Defending units’ defense abilities are modified by the size of the city they defend.The larger a city’s population, the better the defense modifier.A town provides no defensive bonus, a city gives a 50% boost, and a metropolis provides a 100% bonus. In a town you can build Walls, which raise the defense to that of a size 7 city. (Walls have no effect in a city of size 7 or more.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:13 AM Page 144 Selling Improvements To raise cash, open the city’s City Display and look at the Improvements Roster.Any improvement that is not a Wonder can be sold. Right-click on the name of an improvement you can do without to sell it. A dialog box shows how much you could receive for selling the improvement and how much you could get for selling that same improvement in all of your cities.To confirm the sale, click OK.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:13 AM Page 146 venerable it becomes, and thus it contributes more. The chart on the right shows the numbers of points contributed by the various buildings each turn. During wartime footing, cultural improvements produce half the number normally produced per turn. What good is all this culture? It expands the city’s cultural sphere of influence and contributes to your civilization’s overall cultural dominance.We discuss your empire’s culture in the next chapter.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:13 AM Page 148 level at which you play and the economic conditions in your city, some citizens start to grumble and display unhappiness. If you don’t take an active role in city management as population increases, the natural trend of citizens’ attitudes is toward unhappiness.
CIV_III_Gold_ch08-11v04.qxd 9/18/03 11:13 AM Page 150 a city suffering civil disorder might experience a meltdown due to lax safety controls (see “Nuclear Meltdown” in Chapter 7: Terrain and Movement). Keeping a city stable is a very high priority. • You can go to the Domestic Advisor screen and increase the amount of your per-turn income devoted to providing entertainment to your cities.
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CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:15 AM 12 DIPLOMACY T RADE “You cannot please everyone, but if you rule the routes of trade and have the world by the throat, it matters less.” Page 153 AND Other cultures share your world. If your attitude is expansionist and your home continent is large, you might seek out and find your rivals early in the game.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:15 AM Page 154 The leader’s attitude toward you is noted beneath his or her likeness during negotiations. Rulers also have personality traits that affect their attitudes. Your rivals’ attitudes change over time, depending on your rank in the game, the current balance of power, the gifts you offer them, and your reputation for keeping your word in negotiations. Every time you go back on your word, international observers notice and remember.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:16 AM Page 156 demand exorbitant payments for peace treaties. Sometimes they’re bluffing. If you have broken agreements with any civilization, your perfidy is remembered and influences everyone’s opinion of you. Reputation Your reputation is based not on how peaceful or how warlike you are toward your neighbors, but on how often you keep your word. Breaking alliances or treaties can blacken your reputation in the international community.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:16 AM Page 158 Steal a technology:Your diplomats attempt to steal one civilization advance from the rival civilization. There are three levels of caution you can instruct them to use.The more money you allow them to spend, the greater their chances of success and of escaping discovery. The Diplomatic States There are several possible diplomatic states and agreements.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:16 AM Page 160 third party. A trade embargo is not a declaration of war, though it’s sometimes enough of an affront to inspire one. The cooperative embargo lasts for 20 turns. At the end of that period, either party can cancel the embargo with a clear conscience. Mutua l P rote ction Pact If a peace treaty and embassy are in place between two civilizations and either has discovered Nationalism, they can negotiate a mutual protection pact.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:16 AM Page 162 • Press [Shift]-[D]. • Click on the Diplomacy button in the Unit Info box. • Move one of your units into the other nation’s territory and wait for them to contact you (not recommended unless your intention is to annoy your rival). If you are at war with the leader you attempt to contact, he or she might refuse to meet with you or make demands that you must satisfy if you wish to progress in your negotiations.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:16 AM Page 164 • Trade embargoes: When you don’t wish to declare war on a rival, but still feel a need to inhibit his progress, you can agree with another civilization that you’ll both refuse to trade with that rival for 20 turns. Even allies, however, are likely to ask for some compensation for the loss of trade. Of course, this also doesn’t do much for the embargoed party’s opinion of you.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:16 AM Page 166 What’s on the Table At the bottom center of the Diplomacy screen during trade negotiations is the Negotiating Table. This is where the current offer, the deal as it stands, is displayed. Below the table are three handy buttons: • Clear: This button clears everything off the table and lets you start fresh. • Active: Click this button to review your current status and ongoing deals with this leader.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:16 AM Page 168 Covert Actions Counterespionage Once your Spy is in place, the flow of information is not interrupted during a war, even though your embassy itself might be closed for the duration. In addition, your Military Advisor not only knows the extent of your rival’s military forces, but the Spy gives him their locations as well. Your Spy can also undertake a greater range of covert activities than your diplomats can.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:16 AM Page 170 The Espionage screen is divided into five regions: Opponents Missions Select City Opponents The left portion of the Espionage screen shows all of your opponents. The names and leader portraits of the civilizations you have contact with are shown. Civilizations you have not yet encountered are labeled “Unmet.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:16 AM Page 172 13 W INNING GAME “I never for a moment lose sight of my divine mission. Everything else is a means to that end.” THE As mentioned in Chapter 2: Introduction, you can win the game in several different ways.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:16 AM Page 174 Dominating the World History has shown that becoming the de facto ruler of the world doesn’t necessarily mean conquering every square mile. If the vast majority of the world’s land and population are inside your borders, your dominance is assured. You can win the game by achieving this sort of domination. Conquering Your Rivals This could be your spaceship. A spaceship is in many ways a one-shot deal.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:16 AM Page 176 Histographic Victory Eliminate by Killing All Kings Every turn, the game calculates your current score, based primarily on the amount of territory within your borders and your content and happy citizens (including Specialists).This score is charted for you in the Histograph screen.The average of all these per-turn totals is your overall Civilization Score.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:17 AM Page 178 When this option is enabled, you score victory points by capturing your opponents’ princesses and returning them to your capital city. Princesses are captured by moving into the square they occupy and using the Capture unit action.If other units are defending the princess you must defeat those units in order to capture the princess. If the princess is inside a city, you must capture or destroy the city in order to capture the princess.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:17 AM Page 180 Starting a Multiplayer Game (Multiplayer Lobby) Click Multiplayer on the Main menu to open the Multiplayer Lobby screen. The Multiplayer Lobby includes a number of basic multiplayer setup controls and displays and is divided into three sections: Controls Session List Chat Controls • Name:Your player name appears in the upper left corner.To change your name, click on the displayed name and enter a new one at the prompt.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:17 AM Page 182 By default, games are listed in order from the lowest to the highest Ping.An arrow appears over the column to indicate this. Click any column header to sort the list using another criteria. For example, to sort games alphabetically by Session Name, click Session Name. Reverse the order of the list by clicking on the column header a second time.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:17 AM Page 184 Boot Player: The left-hand button next to each player allows you to remove unwanted players from your game. To remove a player, click on the Boot Player button next to his or her civilization name. This removes the player from the player list. (The Boot Player button next to your name is never active — you cannot kick yourself out of the game.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:17 AM Page 186 joined the game on the Staging Window, the host can still change the Game Mode, Game Type, and victory conditions on the Multiplayer Setup screen. (See “Hosting a Multiplayer Game” on page 182.) Player Setup The Player Setup section lists all of the players currently in the game.The host’s name is listed in the top position, and joining players are listed below the host in the order that they join.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:17 AM Page 188 Multiplayer Game Types Civilization III offers five different game modes for multiplayer games. You can still play the traditional Turn-Based game (which mimics the gameplay in the single-player game), but there are also four new game modes specifically designed for multiplayer play. Turn-Based Turn-Based multiplayer games are played just like singleplayer games.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:17 AM Page 190 • For each human opponent, select Add Human Player in the Players column.A dialog appears that allows each player to enter his or her name and other information. After entering a name, players choose a civilization from the drop-down menu next to his or her name. • You can fill any vacant positions with AI players by selecting Computer in the Players column. • Click on the Ready button beside your name, and then click Launch to start the game.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:17 AM Page 192 The Effects of Game Speed and tracks turns and elapsed game time. The Game Speed, set by the host on the Multiplayer Setup screen, affects every game type differently. Note: Game Speed has no effect in Hot Seat and Play By E-Mail games. • Turn-Based: Game Speed determines the amount of time each player has to complete his or her turn. When time elapses, the next player’s turn begins.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:17 AM Page 194 seconds).The Total Play Time indicator is not active in Hot Seat or Play by E-Mail games. Multiplayer Diplomacy Turn-Based, Simultaneous Movement, and Turnless Diplomacy in multiplayer games works similarly to singleplayer diplomacy, but there are a number of significant differences. Initiating Diplomacy In multiplayer games, you can initiate a diplomatic exchange with civilizations with which you have contact at any time.
CIV_III_Gold_ch12-14v04.qxd 9/18/03 11:17 AM Page 196 Hot Seat and Play by E-Mail Diplomacy in Hot Seat and Play by E-Mail games is nearly identical to diplomacy in other multiplayer game types but, because of the unique nature of the turn sequence in these game types, negotiations can stretch out over several turns instead of being concluded in a single turn. In both game modes, you make contact with your opponents just as you would in a single-player game.
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CIV_III_Gold_chBM_v04.qxd 9/18/03 11:28 AM Page 199 A A PPENDIX Keyboard Shortcuts We’ve mentioned these throughout the text, but it’s always handy to have them listed all in one place.This is the place.
CIV_III_Gold_chBM_v04.qxd 9/18/03 11:28 AM Page 200 Unit Orders Which of these is available depends on what the active unit is, where it’s standing, and its situation. For example, [B] orders a Settler to Build a City or, if it’s standing in a city, to Join a City. Pressing [B] also tells a Worker to Build a Colony or Join a City; and [B] orders a Catapult to Bombard.
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CIV_III_Gold_chBM_v04.qxd 9/18/03 11:28 AM Page 208 Great News! We’ve improved our Automated Systems so that you can get product-specific Troubleshooting help more quickly. All you need to do is enter the product’s Part # when prompted to do so.This will take you directly to all of our known issues and solutions for this title. The product’s Part # is located in several places (on the CD label, package and/or plastic disc case) and is usually identified by a number such as 04-12345.
CIV_III_Gold_chBM_v04.qxd 9/18/03 11:28 AM Page 210 ATARI W EB SITES To get the most out of your new game, visit us at: http://www.us.atari.com To send e-cards to your friends, download wallpapers, or get access to other free stuff, visit our Freebies section at: www.us.atari.com/freebies If you would like to chat with other gamers, as well as developers, visit our Community Forum area at: www.ataricommunity.com Kids, check with your parent or guardian before visiting any web site.
CIV_III_Gold_chBM_v04.qxd 9/18/03 11:29 AM Page 212 END-USER LICENSE AGREEMENT IMPORTANT — READ CAREFULLY: Please be sure to carefully read and understand all of the rights and restrictions described in this End-User License Agreement (“EULA”). AGREEMENT This document is an agreement between you and Atari, Inc. and its affiliated companies (“Company”).
CIV_III_Gold_chBM_v04.qxd 9/18/03 11:29 AM Page 214 COPYRIGHT The Software is protected by copyright laws and international copyright treaties, as well as other intellectual property laws and treaties. All title and copyrights in and to the Software (including but not limited to any images, photographs, animations, video, music, text and “applets” incorporated into the Software) and any printed materials accompanying the Software are owned by the Company or its Licensors.
CIV_III_Gold_chBM_v04.qxd 9/18/03 11:29 AM Page 216 Follow the Product Return Procedures described in the Manual. The Company does not warrant that the Software or its operations or functions will meet your requirements, or that the use of the Software will be without interruption or error. IN NO EVENT WILL THE LIABILITY OF THE COMPANY FOR DAMAGES WITH RESPECT TO THE SOFTWARE EXCEED THE AMOUNTS ACTUALLY PAID BY YOU FOR THE SOFTWARE.
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CIV_III_Gold_chBM_v04.qxd Atari Senior Producer Thomas J. Zahorik Executive Producers Bill Levay Bob Welch Senior Marketing Product Manager Jeff Foley General Manager John Hurlbut Director of Quality Assurance Michael Craighead Q.A. Certification Manager Kurt Boutin Q.A.Testing Managers Mark Gutknecht Randy Lee Bill Carroll Q.A.
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