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   GREAT and SMALL WONDERS

  

In Civilization III we count two different types of Wonders: Great Wonders and Small Wonders. Great Wonders can only be build by one player or one AI. Those type of wonders give the player who builds it big benefits. Small Wonders can be build by all players and give the players benefits as well although they arent so big like the benefits of the Great Wonders.  

Great Wonders (24)

Image Wonder Name / Infos Attributes Benefits
Great Wall

Cost: 200
Culture: 2
Requires: Construction
Expires: Metallurgy

 

Militaristic &  Industrious Doubles effects of city walls and attack strength vs. barbarians.  
SETI Program

Cost: 1000
Culture: 3
Requires: Computers
Expires: Never

 

Expansionist Doubles science output of city
Lighthouse

Cost: 400
Culture: 2
Requires: Map Making
Expires: Magnetism

 

Expansionist & Commercial +1 ship movement. Galleys can travel safely at sea. 
Colossus

Cost: 200
Culture: 3
Requires: Bronze Woking
Expire: Flight

 

Expansionist & Religious  +1 commerce in any square already producing commerce in that city. 
Great Library

Cost: 400
Culture: 6
Requires: Literature
Expire: Education

 

Scientific Civilization receives any civilization advance already discovered by 2 other known civs for free. 
Hanging Gardens

Cost: 300
Culture: 4
Requires: Monarchy
Expire: Steam Power

 

Industrious Makes 3 unhappy citizens content in its city and one unhappy citizen content in your other cities
Oracle

Cost: 300
Culture: 4
Requires: Mysticism
Expire: Theology

 

Religious Doubles the effect of all temples. 
Pyramid

Cost: 400
Culture: 4
Requires: Masonry
Expire: Never

 

Industrious & Religious Acts as a granary in all your cities on the same continent. 
United Nations

Cost: 1000
Culture: 4
Requires: Fission
Expire: Never

 

Commercial Enables diplomatic victory.
Hoover Dam

Cost: 800
Culture: 3
Requires: Electronics
Expires: Never

 

Industrious Acts as a Hydro Plant in all your cities on that continent.
Sistine Chapel

Cost: 600
Culture: 6
Requires: Theology
Expire: Never

 

Religious Doubles the effect of Cathedrals. 
Leonardo's Workshop

Cost: 600
Culture: 2
Requires: Invention
Expire: Never

 

Militaristic Halves the upgrade cost of units.
Theory of Evolution

Cost: 600
Culture: 3
Requires: Scientific Method
Expire: Never

 

Scientific Gives 2 free techs. Known as Darwin's Voyage in Civ2. 
Art of War

Cost: 600
Culture: 2
Requires: Feudalism
Expire: Never

 

Militaristic Provides benefits of a Barracks in all your cities on that continent.
Copernicus' Observatory

Cost: 400
Culture: 4
Requires: Astronomy
Expire: Never

 

Expansionist Doubles science output in that city. 
Magellan's Voyage

Cost: 400
Culture: 3
Requires: Navigation
Expire: Never

 

Expansionist & Commercial Movement of all naval units is increased by 1. 
Shakespeare's Theatre

Cost: 400
Culture: 6
Requires: Free Artistry
Expire: Never

 

- Makes 8 unhappy citizens in that city content.
Smith's Trading Co.

Cost: 600
Culture: 3
Requires: Economics
Expire: Never

 

Commercial Free maintenance for Marketplaces, Banks, Harbors, and Airports. 
Longevity

Cost: 1000
Culture: 3
Requires: Genetics
Expire: Never

 

Scientific Population increases by 2 instead of 1 when the food box is filled.
Manhattan Project

Cost: 800
Culture: 2
Requires: Fission
Expire: Never

 

Militaristic & Industrious Allows construction of nuclear weapons by all civilizations. 
Bach's Cathedral

Cost: 600
Culture: 5
Requires: Music Theory
Expire: Never

 

Religious Decreases the number of unhappy people by 2 in each city on the same continent. 
Cure for Cancer

Cost: 1000
Culture: 4
Requires: Genetics
Expire: Never

 

Scientific Makes one unhappy citizen content in all your cities. 
Universal Suffrage

Cost: 800
Culture: 4
Requires: Industrialization
Expire: Never

 

Militaristic Reduces war weariness in all your cities.
Newton's University

Cost: 400
Culture: 6
Requires: Theory of Gravity
Expire: Metallurgy

 

Scientific Doubles science output of city

 

 

Small Wonders (10)

 Image

Wonder Name

Cost

Culture

Prerequistes 

Benefits
Heroic Epic 200 4 A victorious army Increases the likelihood of leaders appearing  
Iron Works 300 2 Coal and iron in city radius Doubles shield output of city
Forbidden Palace 300 3 8 cities on a standard map Lowers corruptions as if it were a second capital 
Military Academy 400 1 A victorious army  Can build armies in city without a leader 
Pentagon   400 1 3 armies in the field
Wall Street 400 2 5 Banks Earns 5% interest on treasury each turn (maximum of 50)
Intelligence Agency 400 1 Espionage Allows espionage missions 
Apollo Program 500 3 Space Flight Allows spaceship construction
SDI Defense 500 1 5 SAM Batteries 75% chance of intercepting ICBM attacks
Battlefield Medicine 500 1 5 Hospitals Units can heal in enemy territory