Civilization III was officially released on October 30th after two years of development. There are two editions at first: Collectors Edition and the Standard Edition. The Standard Edition comes with just the game and the manual. Firaxis released some impressive unit animations, concept arts, and in-game screenshots starting in January
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It combines the forces that shaped history and the evolution of technology in a competitive environment. You have great flexibility in your plans and strategies, but to survive, you must successfully respond to the forces that historically shaped the past.
When play begins, your civilization is small and requires only a few decisions each turn. But each decision can have important ramifications later. A number of displays make it easy to understand the issues and implement action. If you prove an able ruler, your civilization grows larger and even more interesting to manage.
Inevitable contact with neighbors opens new doors of opportunity: treaties, embassies, sabotage, trade, and war. As time passes, the number of important decisions required each turn increases. First you must think tactically: location of cities, production of military units or city improvements, exploration of the immediately surrounding lands.
Soon, strategic plans must be formulated: war or peace with immediate neighbors, when to explore and expand overseas, when to change your type of government, where to focus technological research. The success of the civilization that you build depends upon your decisions.
As ruler, you manage the economy, diplomacy, explorations, technology research, and war machine. Your policies must be flexible in an evolving world. Military units inevitably become obsolete and need replacement as more advanced technologies appear.
The balance of power among your rivals can shift. Economic and governmental policies may have to be modified, lest you fall behind in critical technologies. You are challenged in Civilization to build an empire that stands the test of time. You may succeed where your predecessors failed. If you locate cities properly, build them soundly, defend them aggressively, and neutralize the danger from potential enemies, the descendants of your tribe may not only survive, but lead the colonization of space.
With only part of the population needed to provide food for all, the rest could afford to specialize in the tool making, trading, engineering, and managing, that urbanization made possible. Specialization improved efficiency and production. Cities encouraged a rapid exchange of ideas. A teacher could reach many students at once, not just a few. City residents cultivated the nearby fields, logged the forests, and gathered fish from the rivers, returning each night with the result of their labors.
This produce and raw material was bartered in the city markets for the goods and services of others. Charcoal from one area and iron ore from another might be taken into the town smelter who made the iron that the blacksmith turned into tools. But cities developed unique problems. As they grew in size it became more difficult to provide sufficient food from nearby farmland.
Over- crowding, menial jobs, and living conditions often led to unrest among the poorer citizens. Prosperous cities became tempting targets for rival civilizations and barbarian invaders.
Cities and civilizations that developed better management and new solutions to these grew and prospered. Those that failed have left their ruins around the world as warnings. In Civilization, as in history, a key step and a fundamental concept is the founding and management of cities. The civilization you are about to rule begins as a prehistoric wandering tribe that has just reached that critical stage where it is capable of building cities.
The first step is to build one city and from there expand. As your civilization grows, cities will spread over several islands and continents. Each city acts as a giant processing plant for the food, resources, and trade of the adjacent lands.
The people of a city go out and work the nearby farmland, mines, forests, and the city converts the result of their labor into more people, armies, cash, luxury goods, temples, universities, etc. Raw materials are transformed by cities into the power and ideas your civilization needs to prosper.
Food that is collected feeds the local population. When there is a food surplus the population grows. Your first city has a small population that can only work part of the land the city controls. As the city population grows, more land can be worked, increasing production.
Before long you can afford to send settlers from the first city to another nearby. Resources are the lumber, metals, energy sources, and other raw materials that are used in industry. Through the craftsmen and shops of the city these resources are made into items useful at home or elsewhere in your civilization. Larger cities normally generate more resources and thus build things faster.
Each city can build only one item at a time. This could be a military unit such as a Phalanx or Battleship, a city improvement such as a Temple or University, or perhaps a Wonder of the World. Trade is generated by the highways of commerce: roads, rivers, and oceans. All nearby trade passes through the city bringing in luxury goods, cash, and new ideas. Your policies can adjust how trade is divided among luxury goods, cash, or research. There may be times when a city requires more luxury goods to make more people happy, or times when more tax revenues are needed in the treasury.
Higher taxes mean more revenue, but may result in more people becoming unhappy. As your cities grow they require more care in keeping them productive. Large cities are desirable for production but have inherent problems. A critical one you must deal with is the happiness of the population. The people can range from happy, to content, to unhappy. Having to many unhappy people may lead to revolt.
Luxury goods make people happy but may mean fewer tax revenues or a reduced flow of technology. By adjusting the flow of luxuries, changing types of government, building city improvements, instituting martial law, and other means, it is possible to keep even the largest city content and productive.
Technology is a second concept fundamental to Civilization. To make the transition from wandering hunter-gatherers to city dwellers, humankind had to possess some essential knowledge and skills. To advance beyond the first stages of city dwelling requires a corresponding advance in knowledge. At the start of Civilization, with your tribe poised on the threshold of history, they already possess some basic knowledge.
The people understand agriculture, irrigation, construction of roads, and the construction of homes and other buildings. Learning new technologies opens the door to new abilities. A small island-bound civilization that learns Map Making can now build ships and expand overseas. The time it takes to acquire new technology depends on how much of your trade is allotted to new ideas. You must choose between luxuries that make the people happy, cash for the treasury, and technology research.
The more trade allocated to this research, the faster the next step is acquired. When enough research has been done, your civilization acquires the new technology and can begin working on something new. The world where your civilization exists is mostly unknown to you, a mystery except in the immediate vicinity. To find out more about it you must explore. Not only is the world hidden, but also unknown are the locations of other civilizations.
Other civilizations, especially those nearby, complicate your tasks as ruler. Each is ruled by one of your peers, and they are competing for the same resources and opportunities as you. They also are looking to expand and grow; at your expense if given the chance.
Once contact is made, you can no longer concentrate solely on the growth and expansion of your civilization. Now you must assess the strength of rivals, adequately provide for the defense of your cities in case of war, or consider making war yourself. Successful wars can be very useful. Capturing cities is much easier than building them up from nothing, and may provide loot in stolen technology and cash.
Weakening rivals reduces the threat they pose. However, long, costly wars may allow unengaged rivals to expand and grow in strength while you spend resources on arms. To explore the unknown and contend with your rivals, you can build armies, navies, and other special units in your cities. Once an army or naval unit has been built, it is available for movement and combat. These units extend the power of your civilization around the world. When they enter hidden areas of the world, the shroud of mystery is removed and that area becomes known.
In this way you uncover the world, finding suitable areas for new cities and eventually making contact with other civilizations. Three special units are available that can be useful to a ruler. Settlers are groups of citizens that are your pioneers. They may found new cities and also build terrain improvements such as roads, irrigation, and mines that increase the productivity of your cities.
Diplomats are your emissaries and spies. They can establish embassies with rivals and also perform a number of cloak and dagger tasks. Caravans are bands of merchants that transport the produce of your cities around the world to other cities, bringing in cash and establishing trade routes.
Trade routes increase the trade of the home city, resulting in more cash, luxuries, and technology. Wonders of the World are unique city improvements, usually structures, that can only built once in the entire world. Once a particular Wonder is built by a city, no other city may build it. Each Wonder brings glory to the civilization owning it, and some unique tangible benefit as well.
Currently there is no way to take a unit out of an army. Hoover Dam 5 In my opinion one of the best. This will give your military a boost so you can repel early raids. The same seems to be msnual for AI as well. If you make a point of trading with other nations almost constantly this usually works by having several excess luxuries you trade for at a lower price than you should, and selling a knowledge to every civ. Impi replaces Spearman .