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Game Sid Meier's Civilization  III Gold - Category Strategy
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Civilopedia

Civ III is a complex game that will take a while to get the hang of, though the interface is very streamlined and intuitive. The Civilopedia is a massive help file that contains essentially all the information you need to learn and play the game, so whenever you are unsure of how to do something, refer to it for guidance. Veterans of the series should be able to get into the game with a minimum of confusion, while newcomers should pay close attention during early turns to get a feel for play.

Basics

Civilization III is a turn-based strategy in which you guide a nation from the very earliest prehistory into the far future. Challenging and unforgettable, each game of Civ III is unique, with dozens of viable strategies and multiple victory options. Will you be a ruthless warlord? Conquer your neighbors culturally? Promote global peace? It's up to you. From the moment the stone age begins, every step on your civilization's path to glory is your decision. The fate of a nation is in your hands.

Science

No civilization can excel without science. You start with simple concepts like masonry and bronze working, and slowly progress though human advancements until you've reached advanced future technologies. There are a number of paths on the research tree, and the order in which you research new advancements should be dictated in part by the sort of civilization you're running. Advanced civilizations are more militarily viable and have more options for expansion than their backwards counterparts.

Gameplay

Civ III plays out pretty much on two screens: the world map, a bird's eye view of the planet where you view cities, landscape and units, and the city manager, where you customize the cities in your civilization, build structures, train units for war or labor and so forth. Though there are other screens, you get most of your information from these two. By managing your cities and expanding on the world map, you guide your civilization to dominance.

Cities

Cities are the key to the game. Without them you cannot build armies or improvements, cannot research new technologies, cannot expand your national borders. Each city is founded by a settler, which (except for the first one) is himself built at some other city. From the stone age onward, much of your attention should be focused on building cities at strategically valuable sites and improving them with structures. The more -- and more powerful -- cities you have, the stronger you're likely to be.

Diplomacy

Though war is not the only path to victory, some conflict is inevitable. Similarly, you will encounter other civilizations, and your diplomatic skill will dictate your relationship with them. Train new military units in cities, using research advancements to produce ever better troops. You move armies around the world map, exploring, attacking enemies and besieging enemy cities. Negotiate treaties, trade alliances and other pacts with nearby civilizations to expand your power peacefully.

Wonders

Throughout the game, you'll have opportunities to construct especially magnificent improvements. These unique Wonders confer special, and often massive, bonuses on the civilization that creates them. Pyramids, the Colossus of Rhodes, Hanging Gardens -- it's in your best interest to build as many as you can. Any sort of Wonder is a major undertaking, requiring a lot of time and money from the city constructing it. And there's no guarantee you'll win the race to construct it first.

Governments

As different leadership philosophies are discovered through research, you will have the opportunity to enact new governments. Governments confer various bonuses and drawbacks; which government you use is dependent on your play style, as some are more suited to peace or war, research or manufacturing. It’s a good idea to change to more advanced government types as they become available, since later governments offer superior bonuses compared to early ones.

Tip: Map Resources

The world map also contains resources deposits: things like rubber, iron, gold and so forth. Some of these resources are required to produce certain units and improvements. If you're missing a necessary resource, you can trade for it with a friendly civilization.

Tip: Culture Wars

The more "cultured" a city is, the more territory it controls. Highly cultured cities can also influence their neighbors and even cause nearby cities belonging to other civilizations to spontaneously defect and join your culture. Increase a city's culture points by building cultural buildings, such as temples.

Tip: Unique Units

Each civilization gets a unique unit that no one else has access to. The Romans get the Legion, for example, while the Japanese get the Samurai. Some units (like the Legion and Samurai) are more relevant early in the game, while others such as the American F-15 don’t come into play until later.

Tip: Settler Protection

Settler units are defenseless, and losing one early on to barbarians or another civilization can be very damaging. Escort your settlers with military units, and garrison some troops in all your cities to keep them safe.

Tip: Goodie Huts

Scattered around the world are little huts that, when approached by a unit, yield something: money, a scientific advancement, military unit, new city and so forth. Be careful, though, because while you may find some treasure, you may also unleash rampaging barbarians!

Tip: Workers

Worker units can build improvements on world map tiles: roads, revenue-producing structures and so forth. Though national defense is more important than infrastructure early in the game, once you've stabilized a bit you should make a point to invest in workers.