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Civilization III: Features & Details

Civilization III: Features & Details






          Introduction:

        Civilization III is the newest game in the Sid Meier's Civilization Series. Like the other ones, it is a turned based strategy game, although the PTW add on takes it to the new dimension of real time game-play (more about PTW here). The purpose of the game is to build a powerful empire that will withstand the test of time (4000 BC till 2020 AD).
        The most amazing feature of this, as well as the other civilization games is that there is no set way to accomplishing the above mentioned purpose of the game. The game player chooses his or her own favourite style of game-play. This combined with the way in which the 6 difficulty levels (more about the difficulty levels here) work makes the gamer a true addict… not that the other Civilization games were any better :)
        Of course there is a lot to say about the greateness of this game and the joy that it can bring to its numerous fans arround the world. In this page I will just make a short tour of the game going through some interesting details and features so that you can get a feel of the game.

          Civilization III features

         Civilization III has a large number of features that make it one of the most enjoyable games in the world. I will list a few of these features here again so that the reader will get an idea about what Civilization III adds to the other civilization games.
  1. Completely new 3D graphics, nothing like the ones in the previous edditions of Civlization
  2. The game introduces new conceps like
    • Strategic resources
    • Luxury Goods
    • City Governours
    • Great Military Leaders
    • Culture
    • Nationality
    • War Weariness
    • Division of military units into assault units and combat units
  3. A more advanced diplomatic screen and with it the chance of more advanced trade between the player and the AI
  4. Even more wonders of the world and the division between Small wonders and Great Wonders of the world
  5. 16 civilization with leaders and unique features
  6. 6 levels of difficulty
  7. A brand new editor that allows the player to create new chalenges for himself and others
  8. New alternatives for winning the game
System requirements * Indicates device should be compatible with DirectX® version 8.0a or higher.

          Play the World features

        Play the World is the expansion pack that will allways be remembered for making Civilization III playable in a turnless real time mode. Besides, the pack has more interesting features, out of which the most important are listed below:
  1. 8 new civilizations with their new leaders and characteristic units
  2. multyplyer capabilities (both hotseat and lan)
  3. more ways of playing the game including regicide, mass regicide and others
  4. New units like the medieval infantry and the guerilla unit
  5. PTW comes with it´s own editor that offers the player the chance of building complex scenarious
  6. New wonders and improovements

          The Civilizations

        The way in which the civilizations were designed in Civilization III is somewhat different from the way in which they were designed in the previous versions of the game. In Civilization III there are six types of civilizations: Commercial, Militaristic, Industrious, Expansionist, Scientific, Religious. Each of these six characteristics gives the civilization certain advantages. These advantages, together with the new characteristic units, bring new challanges for the Civilization player.         Deppending on the type of civilization one chooses to play as, one can get different civilization advances at the start of the game. With no further introduction, here come the civilizations:


Civilization III standard civilizations
Civilization name Civilization leader Civilization type Free Advances Characteristic Unit Unit replaced
Rome Caesar Industrious and Militaristic Alphabet and Warrior code Legion Swordsman
Grece Alexander Scientific and Commercial Bronze Working and Alphabet Hoplite Spearman
Germany Bismarck Militaristic and Scientific Warrior Code and Bronze working Panzer Tank
China Mao Tse Tung Industrious and Scientific Masonry and Warrior Code Rider Knight
Japan Tokugawa Militaristic and Religious The Wheel and Ceremonial Burial Samurai Knight
India Ghandi Religious and Commercial Ceremonial Burial and Alphabet War Elephant Knight
Aztecs Montezuma Militaristic and Religious Warrior Code and ceremonial Burial Jaguar Warrior Warrior
Iroquis Hiawatha Expansionist and Religious Pottery and Ceremonial Burial Mounted Warrior Horseman
Egypt Cleopatra Industrious and Religious Masonry and Ceremonial Burial War Chariot Chariot
Babylon Hammurabi Religious and Scientific Ceremonial Burial and Bronze Working Bowman Archer
Russia Catherine Expansionist and Scientific Pottery and Bronze Working Cossack Cavalry
America Abraham Lincoln Industrious and Expansionist Masonry and Pttery F-15 Jet Fighter
France Joan D'Arc Industrious and Commercial Masonry and Alphabet Musketeer Musket Man
Persia Xerxes Militaristic and Commercial Masonry and Bronze Working Immortal Swordsman
Zulus Shaka Militaristic and Expansionist Pottery and Warrior Code Impi warrior
Britain Elizabeth Expansionist and Commercial Pottery and Alphabet Man-o-War Frogate
Play the World Civilizations
Civilization name Civilization leader Civilization type Free Advances Characteristic Unit Unit replaced
Arabs Abu Bakr Expansionist and Religious Pottery and Ceremonial Burial Ansar Warrior Knight
Carthaginians Hannibal Commercial and industrious Alphabet and Masonry Numidian Mercenary Spearman
Celts Brennus Militaristic and Religious Warrior Code and ceremonial Burial Gallic Swordsman Swordsman
Koreans Wang Kon Commercial and Scientific Alphabet and Broze Working Hawach'a Cannon
Mongols Temujin Expansionist and Militaristic Warrior Code and Pottery Keshik Knights
Ottomans Osman Industrious and Scientific Masonry and Bronze Working Sipahi Cavalry
Scandinavian Ragnar Lodbrok Militaristc and Expansionist Pottery and warrior Code Berserk Longbowman
Spanish Isabella Commercial and Religious Alphabt and Ceremonial Burial Conquistador Knight

          About Units

        Civilization III units belong to either of the two unit classes: Non Combat units and Combat units, which again can be split into two cathegories: Assault units and Attack units.
  1. Non Combat units are settler, worker, scout and leader units.
            Settlers can be built from cities with a population larger than 3 and after they have been produced the population drops by 2. Setlers are used to build new cities. If attaked by an enemy combat unit, it is captured and transformed into two workers. A settler can be used to add two population to a friendly city by just pressing the "b" key when it is positioned on top of the city.
            Workers are used to build terrain improvements (more on this in the terrain sections). Workers can also build collonies over resources (more on this in the resources section) and they can increase the population of a city by 1 in a similar way the settler does.
            The scout is a very useful unit, which expansionist civilizations can build. They are used to scout the terrain and since they have movement of 2 their advantage in the first period of the game is obvious. Since they too have no defense, they will be captured by enemy units in the same way the setlers and workers are.
            Although the Leader can take part in a battle, he is a non combat unit. He can create an army or hurry an improvement (even wonders) in a city. If the army that he built is defeated in battle he will be killed, not conquered like the settler, scout or worker.
  2. Attack units are the units used in direct combat.
            They become available with the discovery of new advances and are described by a number of modifiers, which are very important to whether it is the winner or loser in a direct combat situation. Attack units have attack and defense and some even have a transport modifier. Different units move through different distances, hence they have a different moovement modifier. Movement is also influenced by the terrain the unit moves through (more on that in the terrain section). As well as research, one needs certain resources to build certain units.
  3.         Assault units on the other hand have usually a low if not 0 attack or defense, but have other modifiers, which make them powerful and very useful weapons. This modifiers are Bombard, Range of fire and Rate of Fire. All these units have the bombarding order. A bombardment cannon cannot destroy a unit or a city. However, it can take hitpoints off units or cause internal damages to the city, and therefore it makes it easy to conquer by means of other troops. Since most assault units have a defense value of 0 they can be captured by an enemy unit in the same way in which settlers or workers can, so usually there should be some deffensive unit or units protecting a stack of assault units.
            And now without further introduction, here are the units in alphabetical order:


Civilization III and PTW attack and assault units
Unit Name Resources needed Production cost (shields) Attack Defense Transport Moovement Bombard Range Rate of Fire
Aegis Cruiser Aluminium,Uranium 120 12 12 0 5 4 2 4
Archer none 20 2 1 0 1 0 0 0
Army Leader/Military Academy 200 0 0 3 1 0 0 0
Artillery none 60 0 0 0 1 0 0 0
Ansar Warrior Horses, Iron 60 4 4 0 3 0 0 0
Battleship Oil 200 24 20 0 4 8 2 4
Berserk none 60 6 2 0 1 0 0 0
Bomber none 100 0 2 0 0 8 6 3
Bowman none 20 2 1 0 2 0 0 0
Caravel none 40 1 2 4 3 0 0 0
Carrier Oil 160 2 8 4 5 0 0 0
Cannon Iron and Salpeter 40 0 0 0 1 8 1 2
Catapult none 20 0 0 0 1 4 1 1
Cavalry Horses,Salpeter 60 6 2 0 3 0 0 0
Chariot Horses 20 1 1 0 2 0 0 0
Conquistador Horses 70 3 2 0 2 0 0 0
Cossak Horses,Salpeter 60 6 3 0 3 0 0 0
Cruise Missile Aluminium 50 0 0 0 1 20 3 5
Destroyer Oil 120 16 12 0 6 6 1 3
Explorer none 20 1 1 0 2 0 0 0
F-15 Oil,Aluminium 100 10 8 0 0 2 6 1
Fighter Oil 80 4 4 0 0 2 4 2
Frigate Iron, Salpeter 60 2 2 0 4 2 1 2
Galleon none 60 1 2 6 4 0 0 0
Galley none 30 1 1 2 3 0 0 0
Gallic Swordsman Iron 50 3 2 0 2 0 0 0
Guerilla none 90 6 6 0 1 0 0 0
Helicopter Oil, Rubber 80 0 4 2 0 0 4 0
Hoplite none 20 1 3 0 1 0 0 0
Horseman Horses 30 2 1 0 2 0 0 0
Hwach'a Salpeter 40 0 0 0 1 12 1 1
ICBM Aluminium,Uranium 300 0 0 0 0 0 0 0
Immortal Iron 30 4 2 0 1 0 0 0
Impi none 20 1 2 0 2 0 0 0
Infantry none 90 8 12 0 2 0 0 0
Iron Clad Coal 80 4 4 0 3 4 1 2
Jaguar Warrior none 10 1 1 0 2 0 0 0
Jet Fighter Oil, Aluminium 100 8 8 0 0 2 6 1
Keshik horses 60 4 2 0 2 0 0 0
Knight Iron, horses 70 4 3 0 2 0 0 0
Legionary Iron 30 3 3 0 1 0 0 0
Longbowman none 40 4 1 0 1 0 0 0
Man-O-War Iron, salpeter 60 3 2 0 4 2 1 2
Marine Oil, Rubber 100 10 8 0 1 0 0 0
Mech Infantry Oil, Rubber 110 12 20 0 3 0 0 0
Medieval Infantry Iron 40 4 2 0 1 0 0 0
Modern Armor Oil, Aluminium, Rubber 120 24 16 0 3 0 0 0
Mounted Warrior Horses 30 3 1 0 2 0 0 0
Musketeer Salpeter 60 3 4 0 1 0 0 0
Musket Man Salpeter 60 2 4 0 1 0 0 0
Nuclear Submarine Uranium 160 8 6 1 4 0 0 0
Numidian Mercenary none 30 2 3 0 1 0 0 0
Panzer Oil, Rubber 100 16 10 0 3 0 0 0
Paratrooper Oil, Rubber 100 8 10 0 1 0 0 0
Pikeman Iron 30 1 3 0 1 0 0 0
Privateer Iron, salpeter 60 2 1 0 4 0 0 0
Radar Artillery Aluminium 80 0 0 0 1 16 2 4
Rider Horses 30 2 2 0 2 0 0 0
Rifleman none 80 3 6 0 1 0 0 0
Samurai Iron 80 5 3 0 2 0 0 0
Sipahi Horses, Salpeter 80 7 3 0 3 0 0 0
Spearman none 20 1 2 0 1 0 0 0
Stealth bomber Oil, Aluminium 140 2 1 0 0 8 8 4
Stealth Fighter Oil, Aluminium 120 4 4 0 0 2 8 2
Submarine Oil 100 8 6 0 3 0 0 0
Swordsman Iron 30 3 2 0 1 0 0 0
Tactical Nuke Aluminium, Uranium 200 0 0 0 1 0 6 0
Tank Oil, Rubber 100 16 10 0 2 0 0 0
Transport Oil 100 1 4 8 5 0 0 0
War Chariot Horses 20 2 1 0 2 0 0 0
War Elephant none 80 4 4 0 2 0 0 0
Warrior none 10 1 1 0 1 0 0 0

Unit Hit Points
        Units can have either 2, 3, 4 or 5 hit points. Units with 2 hit points are conscripts. They can be built once Nationalism is discovered. 3 hit point units are called regular units. They are units built in cities without barracks. 4 hit point units are veteran units and they are built in cities, which have barracks. 5 hit point units are called elite and they cannot be built in cities. They can be obtained after the promotion of a veteran unit. Promotions can occur only on the battle field after a victory against a rival unit. Promoted units gain one hit point. Thus conscripts can be upgraded to regulars, regulars to veterans, veterans to elites. Units belonging to a militaristic civilizations get promoted easier than the ones belonging to non-militaristic civilization. When an elite unit is promoted, a leader appears.


Zone of Control
        Some units have a so called zone of control that is as large as the eight squares around the certain unit. If a rival unit stays or moves inside the zone of control of a certain unit, they get attacked without being ingaged into normal combat. That means that after the rival unit has moved and got attacked, the unit with the zone of control may attack the rival unit when its turn comes. The following units have zone of control: Aegis Cruiser, Armies, Cavalry, Conquistador, Cossack, Keshik, Marines, Mechanized Infantry, Modern Armor, Panzer, Paratroops, Radar Artillery, Sipahi, Tank.

          Terrain and terrain improvements

Food, Shields and Commerce
          Terrain management was a key feature of all the Civilization games. Basically, terrain provides your empire with three of the most important resources: food, shields and commerce. Each terrain tile produces them in different amounts. In order for your civilization to benefit from the resources that one map tile offers, it must obbey two simple rules. First of all, the tiles should be inside the borders of the civilization. The second condition is that one of the citizens of a certain city is working that tile. (More on this later in the topic). But what exacly do food, shields and commerce mean? Here is the detailed answer:
Terrain tiles
         Well, now that you all know what you are looking for (Food, Shields and Commerce) let's see where you can find them? The civilization map is made out of terrain tiles of different types. Each of these different types of terrains contain food, shields and commerce in different amounts. In order to aquire these bonuses the tile must be in one of the cities' radius and it also has to be worked by one of the city's workers. Without any more introductions, here are the civilization III terrain types:


Civilization III terrain types
Terrain Name Picture Food Shields Commerce
Coast 1 0 2
Desert 0 1 0
Flood Plain 3 0 0
Forest 1 2 2
Fresh Water Lake 2 0 2
Grassland 2 0 0
Bonus Grassland 2 1 0
Hills 1 1 0
Jungle 1 0 0
Mountain 0 1 0
Ocean 0 0 0
Plains 1 1 0
River 0 0 1
Sea 1 0 1
Tundra 1 0 0

Terrain Improvements
        The units specialized in building terrain improovements are workers. But what are the terrain improovements? Well, here they are, right in the open:

          Types of Resources

          Resources can be separated into three cathegories: Bonus Resources, Luxury Resources and Strategic Resources:

          City Improovements

           City Improovements become available with the research of new technology. City improovements give certain advantages to the city they are built in. For example the Aqueduct gives a city that is not built on a river tile the possibility of expanding over size 6. (becomming a city). You have to pay maintenance cost (a certain cost per turn) for each city improovement you build.
           Here is a complete list of city improovements together with their prices (in shields), maintenance costs, their technological requirements and their uses.
Standard Civilization III city Improovements
Name Cost (Shields) Maintenance Technologicall Requirements Uses
Airport 160 2 Flight
  • city builds veteran units instead of regular ones
  • the city becomes a trade node (resources that are connected to this city can be traded with friendly cities that have an airport)
  • Ground units can be airlifted from this city to another city or to an airfield
  • air units can be upgraded
Play The World city Improovements
Name Cost (Shields) Mentenance Technologicall Requirements Uses