![]() In short, Culture is a measure of the cohesiveness of your society: the pride your citizens take in their country. Culture was added to Civilization III to add more weight to this strategy. In previous Civilization games, a ‘ peaceful builder’ strategy was almost sure-fire defeat against competent opponents (or maxed-out-AI). The most prominent new aspect is the concept of ‘ Culture’. However, Civilization III is an evolution on the classic Civilization theme, and as such has several new features. You are not at perpetual war with your neighbors, and gaining a close ally is as important as mashing an enemy.Īll these things are traditional Civilization fodder – they’re taken directly from Civilization II, if not Civilization I. You can trade gold and technology to other Civilizations for important resources or a Peace Treaty… or vice-versa. Science also determines what Age your Civilization is in, either the Stone Age, Middle Ages, Industrial Age, or the Modern Age. As time progresses you can direct the research of your scientists (or shamen, or wise-men) and open up new projects. As such, the construction of The Sistine Chapel is somewhat beyond them. At the beginning of the game, 4000 B.C., all Civilizations are thoroughly in the stone age – still struggling with the complexities of things like ‘The Alphabet’ and ‘Mysticism’. The thing that determines what structures you can build and what units you can make is Science – the technological level of your Civilization. It is, all in all, a very complex system, and while at its heart there is a random number generator, there are far more factors in your control than out of it. A great deal of thought has to go into a military campaign, as the technological level of your target, as well as the terrain on which you will fight, all play critical roles in the execution of the campaign. These units, as you may imagine, are used to convince other civilizations to see things your way. Units are mainly of military nature, ranging anywhere from Neolithic Warriors to Marines and Paratroopers. The other half of Civilization life is the units. ![]() These projects typically take a great deal of time (the Pyramids weren’t built in a day, after all), but are far and away worth the trouble. They convey massive bonuses to the Civilization that builds them, and as such are much competed for in the game. Each Great Wonder can only be built once, ever. Great Wonders are the kings of buildings. Small Wonders are triggered by specific game circumstances (a victorious army, five-hospitals-in-civ, ect) and contribute a much stronger benefit to the entire Civilization, but can only be built once for each Civ. Any city, limited only by the technological state of its Civilization, can build these structures. Normal buildings are the mundane structures of everyday Civ life: the cathedrals, the libraries, the barracks, etc. In the city you can build structures ranging anywhere from granaries to coal factories to the Great Pyramids, each giving a specific bonus to the city and costing money in upkeep.Ĭity Structures fall into three categories: normal buildings, small wonders, and great wonders. It is important to pick city locations carefully, as they can never be moved, and the nature of these 20 squares limits how useful the city will become. Each city is started by a ‘ settler’ unit, and can control the immediate 20 squares around it. Your goal is to smash them (or subvert them, or out-do them) before they do the same to you.Īs with previous Civilization games, the heart of Civ 3 lies in your cities. The game takes place on a world ranging anywhere from tiny to gigantic, against anywhere from 1 to 15 other Civilizations. The incredible variety of styles in which you can play the game (and do well) is amazing, and is the source of Civ 3’s addictive nature. ![]() Along the way you found cities, expand your borders, harass your neighbors, research new technology and generally wile away six millennia. The game itself is a Civilization-Simulation, where you lead your people from a single village in ancient times to the modern era and ( hopefully) world domination. This is not an overly innovative objective, but it has a certain classic appeal that, combined with the game’s trademark gameplay, makes for a truly addictive experience.Īs with all great games, a complete Civ novice can pick up on what’s going on in minutes. The goal of these games is simple: Rule the World. Civilization III, published in 2001 by Firaxis Games and the brainchild of designer-legend Sid Meier, is a continuation on the revered line of Civilization titles that have graced the computing world for the past decade.
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