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Game
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Welcome to the
Guardians War Academy. The academy will show you much
strategies and hints about nearly everything in Civilization
III. Its also the training-center for new recruits which are
trained by an Guardian. Here you will find everything
concerning the next training lessons which will be held,
even the best will practise new tactics and strategies at
the academy !
TheAcademy
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- General Strategies by Jeff
Morris
Ancient
Area
Of the four eras in Civilization
III, Ancient is played with more unique and varied strategies
than any of the others. The primary reason is that players at this
phase are engaging in unopposed land acquisition, something that
is very uncommon in the last half of the game. With this land grab
mentality, players need to balance the short-term erosive effects
of settlers on their population with the need to build and grow
their way out of this era.
A wonderful shortcut is the Great
Library. Those with conquest on the brain may choose to avoid the
advances that lead to this Great Wonder (Alphabet, Writing, and
Literature), but do so at enormous risk. The Great Library
actually rewards players with civilization advances that at least
two of their known competitors already have. On higher difficulty
levels, the production bonuses given to computer-controlled
civilizations often mean players are constantly trailing in the
research game. With the Great Library wonder, you can never fall
all that far behind.
While on the subject of wonders,
it's important to realize the cultural benefits of Ancient Era
wonders. These structures can often become the most potent culture
point generators simply by the fact that they'll stand the
longest. All Ancient Era wonders have the penalty of being
obsolete sooner or later, but their cultural contributions will
only continue to grow. Depending on your preferred method of
victory, you may find yourself building Great Wonders that you
have little interest in, only to reap the compounding culture
they'll provide.
The Ancient Era is the only era
that offers two advance enabled government types: Monarchy and the
Republic. Depending on your civilization, one may be significantly
easier to research than the other. The Japanese and Aztecs (both
enjoying Military and Religious Civilization Strengths) start with
two of the required four prerequisite advances for Monarchy
(Ceremonial Burial and Warrior Code). Selecting either of these
civilizations can cut your time to Monarchy in half. Monarchy
allows for a large military, the ability to pay for hurried
production, and the use of military police. The Republic has its
advantages as well, and if research is your game, the increased
commerce generated by this government type can accelerate
advances.
The swordsman is by far the most
effective, non-civilization specific combat unit in the Ancient
Era. Those with the lust for battle should begin to research Iron
Working as soon as possible. Once researched, if you're lucky
enough to actually have a local source of iron, you can begin the
military campaign of your dreams. This is especially true should
you be playing either the Persians (whose Immortals have the
highest attack strengths of any Ancient Era unit) or the Romans
(whose Legionary defend with the strength of the Middle Ages
Pikeman). If you don't have local access to Iron, now would be a
great time to start trying to secure it. If you've researched the
Writing advance, you can possibly secure Iron through trade.
Otherwise, start to amass your primitive spearmen and archers, and
then take the Iron from a rival. In short, civilizations wallowing
in the Ancient Era can be divided into two categories: those with
swordsmen and those without.
Another critical advance in the
Ancient Era is Construction, which is useful for enabling the
building of the Aqueduct and Coliseum city improvements, as well
as the Fortress. In Civilization III, it's just as
important to defend your territory as it is your cities. If you
were depending on a tangle of the silk luxury to keep your
grumbling citizens happy, it would be devastating to have your
roads between the silk and your capital pillaged. To defend these
critical tiles, the mighty Fortress can provide substantial
defensive bonuses and bestow the Zone of Control ability to units
typically without it. This combination can present a significant
deterrent to both the crafty computer opponents as well as the
rampaging barbarian hordes that plague the Ancient Era.
Middle
Ages
The Middle Ages is where the meat
of the game begins for me. Strong defensive units, robust naval
warfare, and powerful cannons color the battlefields of this era.
In addition to this increasingly sophisticated arsenal, you also
have access to more Great Wonders in the Middle Ages than in any
other era. It's a time in which you can choose to spend a great
deal of time exploring each technology or you can machine-gun
through, bypassing some or all of the eight optional advances.
It's one of my favorites.
The advances with which you start
this era are all attractive. Feudalism gives you Pikemen and Sun
Tzu's Art of War (the maintenance cost-cutting warmonger Wonder).
The equally useful Monotheism bestows the Cathedral, a very
important element in expanding your territory and the first
non-Temple happiness city improvement available. Although Ancient
Great Wonders like the Hanging Gardens can also allow you to
combat unhappiness throughout the continent, it doesn't accelerate
cultural development like the Cathedral, which hurts those cities
without the Wonder. Engineering is another potential starting
advance in the Middle Ages. While it doesn't give the player any
flashy units or Wonders, it does allow road bonuses to persist
over rivers and is a cornerstone prerequisite for gunpowder.
Basically, you can't go wrong with early Middle Ages advances.
The most powerful offensive
military units of the Middle Ages are mainly horse-based, so
prepare for this before leaving the Ancient Era either through
luck, diplomacy, or steel. Knights are the dominating force for
much of the Middle Ages since they can defend like a Pikeman, move
like a Horseman, and attack like a Longbowman. As long as you have
the prerequisite strategic resources of horses and iron, now would
be a good time to expand your empire the hard way. Right at the
end of this era, Cavalry appear, which are pretty much the be-all
end-all of the Middle Ages' offensive military units.
Another military highlight of this
era is the first primitive gunpowder unit. This is definitely the
era where defensive units come into their own. In every case,
you'll need some resource (saltpeter for Musketmen and iron for
Pikemen), but if your goal is to turtle your civilization, you'll
need gunpowder units do it. It's also easy to forget about
cannons, which, if gathered in sufficient quantities, can begin to
achieve some very useful results. The Ancient Era's catapults were
fairly effective smashing town walls, but were next to useless on
the battlefield. Cannons are very effective in both shaking a city
to the ground and blunting mass attacks against your territory.
The Middle Ages offer some great
Wonders and city improvements. Newton's University, Copernicus'
Observatory, and Universities all can keep the civilization
advances coming fast and furious, which is especially crucial on
higher difficulty levels without the Great Library. The Military
Academy small wonder will finally eliminate the need for
battlefield-promoted leaders in order to create Armies.
The world's oceans truly become the
playground of nations during the Middle Ages, as opposed to the
treacherous depths that were feared and avoided in Ancient times.
You can now utilize naval trade routes in the exchange of
resources after the required advances are researched of course,
and the first naval units capable of bombardment are introduced,
which is a critical breakthrough and another powerful benefit. For
example, Frigates are a naval bombardment unit that now make it
much less dangerous to attempt a D-Day, since you can be assured
the foreign city you're storming has been blasted for a few turns.
The Privateer is a weakened Frigate that can attack another
nation's ships without triggering war. Primarily useful as an
interceptor against naval landings, which become fairly prevalent
during this time, Privateers can keep the other civilizations off
balance and irritated. They are a potent new addition to the
Civilization arsenal.
Industrial
Era
The Industrial Era is ultimately
one of conflict, which is why I love it. It's an era of massive
nations crashing into each other over strategic resources. Ancient
Era wars are easily forgotten, but because of the military
hardware available during these times, an Industrial Era war
leaves indelible scars on an opponent. In my opinion, Civilization
III is most thrilling when balanced, established, and stable
civilizations begin to compete directly against one another. At no
time is this more evident than in the Industrial Era.
In all likelihood, your first goal
when entering the Industrial Era is Sanitation. If you stopped to
smell the roses at all in the Middle Ages, you've probably got a
few cities capped at population 12. By researching the Medicine
and Sanitation advances you can build hospitals, which is the city
improvement that permits unlimited growth--as long as you have the
food. Even if you don't have a large number of population 12
cities, you soon will, so you may as well get these fundamental
structures built sooner rather than later.
There aren't a lot of Wonders in
the Industrial Era, but the ones it does have are very useful. The
advances are expensive in this era, so the two free advances given
with the construction of The Theory of Evolution are a treat.
There is also the Hoover Dam Wonder, which bestows the relatively
clean Hydro Plants continent wide. Espionage can enable the
construction of the Intelligence Agency, which, not surprisingly,
can change the tenor of a game dramatically.
When it comes to units, you've got
quite an arsenal at your fingertips in the Industrial Era. My
favorite units in this era are the Infantry. Unlike units in the
Middle Ages, the advance that enables infantry also makes rubber
available. There's little you can do to prepare for Infantry
because it's typically based on city location.
Once Infantry comes onto the scene,
bombardment units become even more important. Since two fortified
Infantry in a metropolis is a very tough nut to crack, you
frequently need to reduce that city's ability to function rather
than capture it. Artillery is an extremely useful unit toward that
end. It doesn't require a resource, it has decent ranged fire, and
when it hits a city, it can destroy an improvement, reduce the
population, or damage units. Sometimes, if a city is too difficult
to capture, it may benefit you to simply reduce the city to
rubble. At the very least, the enemy won't be able to enjoy its
full production, and if you pillage the surrounding trade
networks, you can prevent them from reinforcing themselves. Don't
forget that the naval units of the Industrial Era are some of the
game's most effective bombardment units. Battleships and
Destroyers are far more mobile than artillery, can't be captured,
and have attack values in addition to their bombardment streng!th.
Another real highlight of the
Industrial units is the introduction of Air Power. Beyond the
infrastructure benefits of airlifting between cities and air trade
networks, you begin to have access to bombers, fighters, and
helicopters. Fighters are capable of minor harassment of ground
units and improvements, but truly excel at providing combat air
patrol over cities or units. Bombers are like artillery, but have
significantly longer ranges and are invulnerable to most ground
units. Helicopters can be loaded up like naval transports and then
airdrop their units to any tile within their operational range. As
the Eras advance, strategic resources become increasingly
necessary, but with toys like these to play with, it's more than
worth the trouble to secure them.
Modern
Era
The Modern Era is the final era in Civilization
III and could be the one in which you spend the most time.
It's an era dominated by city improvements such as Spaceship
Components and is home to the pinnacle of military hardware. By
the time you make it to the Modern Era, you'll have a pretty good
idea of the type of victory you're aiming for, so it's time to put
your opponents out of their misery.
In order to accomplish a Space Race
victory, you need to focus on securing the advances needed to
acquire the ten components for building the spaceship. The first
advance is Space Flight, which allows for the Cockpit, Docking
Bar, and Engine. Next, the Synthetic Fiber advance enables the
Exterior Casing, Stasis Chamber, and Storage components. The
Superconductor advance bestows the Fuel Cells and Life Support
parts. Finally, the Laser advance allows for the Planetary Party
Lounge, and the Satellite advance bestows the Thrusters. In
addition, you'll need to enable Rocketry for Aluminum and Fission
for Uranium, since they are the two strategic resources that are
required to construct the spaceship parts. As you can tell from
this recipe, the Spaceship is a massive undertaking.
Suppose, however, you've been
fairly civil to your neighbors and don't have the industrial base
to construct what are essentially ten wonders back to back.
Perhaps then you should look to make your civilization the world's
inspiration. Beyond being the gateway into nuclear war, the
Fission advance also permits the construction of the United
Nations. Once constructed, you are guaranteed a pole position in
any Diplomatic victory race. If you're behind the eight ball, you
can sometimes perform a miracle with the United Nations Wonder.
Most competitive civilizations are
no doubt experiencing some awful pollution by the Modern Era.
Fortunately, there are a number of advances that enable
improvements to help combat this production hurdle. It all starts
with the Ecology advance, which enables the construction of the
Mass Transit and Solar Plant improvements. The Solar Plants are
especially useful if you've got coal plants and factories boosting
your shield and pollution production. Solar Plants allow similar
production boosts without the pollution. Follow this up with the
Recycling advance, which allows the construction of Recycling
Centers, and you're well on your way to having a large city and
low pollution.
Combat becomes exceedingly lethal
in the Modern Era. Nuclear submarines enabled by Fusion and
Tactical Nuclear Missiles enabled by Space Flight create a pretty
potent one-two punch. These vessels are invisible except to other
submarines and AEGIS Cruisers, so you can safely moor them off the
shore of your rival. While they can only carry one missile at a
time, a small wolf pack of four submarines can absolutely decimate
important enemy cities. ICBMs are even more devastating. Enabled
by Satellites, they can deliver a nuclear payload to any location
on the globe.
Precision bombing comes onto the
scene with the discovery of Smart Weapons. This advance allows
Stealth Bombers and Fighters to target only city improvements,
which reduces the risk to the general population and can ensure
that those cities you're planning to capture are still fairly
intact at the end of the siege.
For good old-fashioned slugfests,
the stars of this era are Mechanized Infantry and Modern Armor.
While they require a lot of prerequisite strategic resources,
they're by far the most dangerous, non-nuclear military units on
the battlefield. Mechanized Infantry have more than double the
defensive value of Infantry, and Modern Armor's attack is a third
stronger than a normal tank.
Overall
Strategies
As I mentioned before, my favorite
games are those that involve strong, established empires going to
war with each other. In these situations, the vocabulary
introduced into diplomacy and trade is fantastic, and you can
revel in the fun of invading an opponent's continent. This
completely shapes my approach to advance research. My overall game
strategy is to focus on not falling behind the AI and building
large, well-defended, and improved cities in the first two eras.
After that, it's World War time.
During the Ancient Era, I go to the
Tech Tree and queue up the advances leading to Literature. While
an optional advance, the Great Library wonder is a critical Wonder
for my play style. It pretty much ensures that as long as I'm
actively establishing contact with other civilizations, I won't
fall too far behind in advance research until at least the late
Middle Ages. Plus, it's nice being able to reallocate research
gold into entertainment or the treasury. After that, I pursue
Monarchy. This is my default government type unless I'm alone on a
continent or I decide to go for a heavy culture game--with its
corresponding high maintenance costs. Then I simply mop-up any
required advances, usually focusing on the Iron Working and
Construction branch of the tree.
In the Middle Ages, I'm gunning for
Gunpowder. It's not a quick trek, particularly because you need to
survive the Knights and Cavalry that populate the era, but it's a
prudent goal. With the discovery of Gunpowder, I usually am
flagging civilizations as targets for future wars. If I've got the
saltpeter strategic resource, I will plan on attacking the most
vulnerable or unpopular. If I don't, it's time to start heavy
diplomacy, swapping maps and making friends from whom I can borrow
saltpeter. Next, I may start acquiring naval advances like
Astronomy, Navigation, and Magnetism. Otherwise, I'll take
advantage of the research already completed and secure cannons
with Metallurgy. While they pale in comparison to the Industrial
Era's Artillery, they can be upgraded and are fairly effective
defensive units.
The Industrial Era starts, as it
probably will for most players, with Medicine and Sanitation for
their hospitals. Without these elements, it's fairly difficult to
amass enough population to produce the increasingly expensive
improvements and units. Then, it's time to secure the bread and
butter of my military: Replaceable Parts. Next, I'll start
mass-producing artillery and infantry and then acquire Flight and
possibly Amphibious War. Both Amphibious War and Advanced Flight
are very useful advances on small island maps, since they enable
versatile assault units like the Marine and Helicopter. If I'm
attempting a Space Race victory, I'll pick up Espionage since
sabotaging production is a very effective way to ensure you launch
for Alpha Centauri first.
By the time I get to the Modern
Age, the stage is usually set for both my opponents and me. If
you're not careful, pollution can be a very devastating handicap
in this era. While I'm usually good about keeping production
cities well staffed with workers to clean them up, I'll sometimes
still find Ecology and Recycling worthwhile. I don't always go
down this road, but if global warming is turning your grasslands
into desert, it can be a lifesaver. After that, I'll usually pick
either Synthetic Fibers if I'm feeling the pressure in my
campaigns of conquest, or Genetics for it's Great Wonders that
sooth and boost the population. Occasionally, Integrated Defense
can be an early priority if nuclear weapons are in play. To be
honest, though, it's a better preventative measure than cure.
Usually, if there are mushroom clouds sprouting across the globe,
global warming will starve you and everyone else back into the
Stone Age no matter what you do.
There are 10
components, and you need one of each:
Cockpit: 160
Docking Bay: 160
Engine: 320
Fuel Cells: 160
Exterior Casing: 320
Life Support: 320
Planetary Party Lounge: 160
Stasis Chamber: 320
Storage/Supply: 160
Thrusters: 160
Total Cost: 2240
The
following units cannot enter Jungle or Mountains Mountains
without a road:
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Artillery
Cannon
Catapult
Modern Armor
Panzer
Radar Artillery
Tank
Pollution
has been change quite a bit. Pollution is produced by
individual buildings, not as a function of your shield
production:
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Airport: 1
Coal Plant: 2
Factory: 2
Iron Works: 4
Manufacturing Plant: 4
Offshore Platform: 2
Research Lab: 1
Also, each citizen over 12 produces 1 pollution point. The
percent chance of a pollution square appearing each turn is
the sum of the pollution points generated by that city. Mass
Transit reduces the pollution from people and Recycling
Center reduces the pollution from improvements. Hydro,
Nuclear, and Solar Plants don't reduce pollution
anymore--they just provide the benefits of Coal Power (+50%
to factory production) without making more pollution. Hydro
Plants can only be built in cities with a river in their
city radius. Nuclear Plants can only be built in cities with
a river or water square in their radius. Solar Plants can be
built anywhere but they're really expensive and only arrive
late in the game.
Global Warming is based on the total pollution produced each
turn, not how many polluted squares are in existence. You
can't just clean it up really quickly and avoid the effects
like in the older games--you have to avoid pollution
altogether if you want to stave off Global Warming. Also,
Nuclear Explosions really increase the chances of global
warming.
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Ground
Units
Cannon:
Saltpeter, Iron
Cavalry: Horses, Saltpeter
Chariot: Horses
Horseman: Horses
Knight: Horses, Iron
Marine: Rubber
Mech. Inf: Oil, Rubber
Modern Armor: Oil, Rubber, Aluminum
Musketman: Saltpeter
Paratrooper: Oil, rubber
Pikeman: Iron
Radar Artillery: Aluminum
Swordsman: Iron
Tank: Oil, Rubber
Naval
Units
AEGIS Cruiser: Akuminum, Uranium
Battleship: Oil
Carrier: Oil
Destroyer: Oil
Frigate: Iron, Saltpeter
Ironclad: Iron, Coal
Nuclear Sub: Uranium
Privateer: Iron, Saltpeter
Submarine: OIl
Transport: Oil
Air
Units
Bomber: Oil
Cruise Missile: Aluminum
Fighter: Oil
Helicopter: Oil, rubber
ICBM: Aluminum, Uranium
Jet Fighter: Oil
Stealth Bomber: Oil, Aluminum
Stealth Fighter: Oil, Uranium
Tac Nuke: Aluminum, Uranium
Buildings
Coal Plant: Coal
Coastal Fortress: Iron, Saltpeter
Factory: Iron
Mass Transit: Rubber
Nuclear Plant: Uranium
SAM Battery: Aluminum
Apollo Program: Aluminum
Iron Works: Coal and Iron in city radius
Manhattan Project: Uranium
All spaceship parts require Aluminum except for SS Fuel Cells,
which require Uranium. Exterior Casing requires both Aluminum and
Rubber
Water
improvement is done like in Civ 2: Cities with harbors
produce +1 food per water square and cities with offshore
platforms produce +1 shield per ocean square.
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Coast: 1/0/2
Desert: 0/1/0
Floodplain: 3/0/0
Forest: 1/2/0, 2 MP, +25% defense
Grassland: 2/0/0 or 2/1/0
Hills: 1/1/0, 2 MP, +50% defense
Jungle: 1/0/0, 3 MP, +25% defense
Mountains: 0/1/0, 3 MP, +100% defense
Ocean: 1/0/0
Plains 1/1/0
Sea: 1/0/1
Tundra: 1/0/0
Desert, Floodplain, Grassland and Plains can be irrigated
for +1 food.
Desert, Grassland, Plains and Tundra can be mined for +1
shield.
Hills and Mountains can be mined for +2 shields.
All land types can have roads for +1 commerce (and movement
bonus.)
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GREAT
LEADERS
Rome: Trajan, Hadrian,
Maximus, Germanicus, Claudius, Anthony, Octavian, Titus
Egypt: Ramses, Cheops, Khufu, Mentuhotep, Seti, Na'rmer
Greece: Pyrrhus, Hector, Ajax, Ulysses
Babylon: Agum, Sargon, Sumuaban, Ashurbanipal, Naboplasser,
Nebuchadnezzar
Germany: Barbarossa, Richtoffen, Hengest, Horsa
Russia: Ivan the Terrible, Peter the Greeat, Stalin, Lenin,
Trotsky, Zukhov
China: Kublai Khan, Sun Tzu, Quianlong, Genghis Kahn (yes they
misspelled it), Jin Qui, General Tso
America: Washington, Lee, Sherman, Jackson, Grant, MacArthur,
Patton
Japan: Tojo, Hirohito, Fujiwara
France: Napoleon, Richilieu, DeGaulle, Charlemange
India: Chandragupta, Shivaji, Porus, Bindusara, Asoka, Akbar,
Singh, Tilak
Persia: Darius, Cyrus, Achaemenes
Aztecs: Ahuitzol, Itzcoatl, Acamapichtli, Axaycatl, Tizoc,
Huitzilhuitil, Chimalpopoca, Maxtla, Nezahualcoytl, Nezahualpilti
Zulu: Mpande, Zwelithini, Dingane, Cetshwayu
Iroquois: Shenandoah, Cornplanter, Tecumseh, Red Cloud, Sitting
Bull
England: Edward, Boudicea, Nelson, Wallace, Cornwallis, Clinton,
Wellington
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