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Zachriel's Strategy Guide
By Zachriel at 2004-05-28 00:00
To view Zachriel's strategy guide, available in HTML format, please visit his website. You may also post comments on the forums in this thread.

The Chinese
By Ision at 2004-05-28 00:00
Suppose you decided to go into the Civ editor and create the single most efficient warmongering Civ, how would you go about it? You would probably start by giving your Civ the militaristic trait; cheap military buildings, quicker promotions and more armies are essential. Then you would probably add the industrious trait; higher shields to more quickly produce military units from those cheap building, plus super workers to build the roads that move your units to the battlefield fast. Lastly, you would probably create a UU that is timed to arrive at the perfect moment, is hard-hitting, highly maneuverable and long lasting. Well you might as well close that editor, because that Civ already exist - its name is China.

The Babylonians
By Ision at 2004-05-28 00:00
Scientific and Religious, the Babylonians are the kings of Culture. If you love a full city screen, Babylon will fill it in record time. Play this CIV enough and you will swear that you can almost 'feel' the pressure the neighboring CIVs are under from your relentless culture. The borders of your CIV seem like a growing spider web, ever expanding, and ensnaring rival cities with ease. The power of your culture extends to every aspect of the game - economic, military, and diplomatic.

Study of Inner Workings of Military Advisor
By ProPain at 2004-05-28 00:00


I've always wondered how the military advisor determines army strength and what's the meaning of weak, average and strong armies. After talking about it with Markstar, KingReno and Kemal I decided to do some test to determine the exact workings. So after some pondering how to do it I came up with a cunning plan (thank you Baldrick)

The Plan

My hypothesis has always been that attack and defense values for each units are added to determine 'unit strength' and summed up over all units to determine 'army strength'. Still I'm not certain if a simple adding of stats is just it, so I have to figure that out. My suspicion is that hitpoints are also tied in the equation somewhere. I want to know the intervals that determine if you're army is weak, average or strong as well.

All test are done with C3C 1.15

The Mongols
By Ision at 2004-05-28 00:00
Have you ever wanted see Bismark humbled, Catherine beg for mercy, and even Caesar himself paying tribute gold for fear of his life? Is there a streak of the tyrant in you, a desire to wreak havoc and throttle all those that stand in your way? Is your vision of the perfect empire a vision of, ".a boot stamping on a human face - forever"? If you answered yes there is a solution to your desires - the Mongols. The very name of the CIV itself conjures up images of huge empires, horseback warriors, and feared rulers.

The Four Rules of Wonder Addiction
By Ision at 2004-03-27 07:24
Let me start by saying that I DO build wonders, and I think they are a wonderful part of this game. They create variety and lead to a myriad of different strategies. Having said that, had I not been a victim of 'wonder fixation' as a newbie I would have become a better player FAR faster. My learning curve to Monarch would have been reduced by months - my first Deity victory would not have taken over a dozen failed attempts.

New and inexperienced players (chieftain to regent) make certain common errors. High among these is "Wonder Fixation". I too was not exempt from this common newbie mistake. In my chieftain/warlord stage I would feel angry and cheated if I didn't pull the Pyramids or Great Library. My second city was ALWAYS a wonder city. Even in my warmonger games I would set aside 2 core cities to try and 'hog' the wonders. This habit has a negative 3-fold effect:

Monarch to Emperor: The Great Leap
By Ision at 2004-03-27 07:24
Every CIV player has experienced the awkward adjustment period that occurs when they move up in difficulty level. It is often debated which 'move up' in level is the most difficult to adjust to. Certainly the move from Warlord to Regent comes to ones mind. The first few times a player faces the game on an equal footing with the AI can take some getting used to. There is however another 'move up' which many players that have reached Deity level point to as the moment when the game takes on an almost completely different feel - almost as if you were playing a different game with the same mechanics. The 'move up' I am referring to is the move from Monarch to Emperor.

The Lazy Man's War - "Let's You And Him Fight"
By wilbill at 2004-03-27 01:00
"I caught a cleat on the starting block coach...."
Emperor level, I'm the Mayans , it's 470 BC. I didn't get a real good expansion as soon as I'd like since my first two cities were heavy on flood plains and light on shields. My third city became my settler factory and I have 8 nice cities now, but I'm rushing to settle some fairly attractive open territory on the peninsula to my North and Southwest.

"Clowns to the left of me, jokers to the right..."

Guide to Single-City 20k Cultural Victory
By T-hawk at 2004-03-27 01:00
This is a guide for how to achieve a single-city 20,000-culture victory in Conquests. It is geared towards high-difficulty play, generally for Emperor through Deity. The purpose of this guide to explain not just how to get a cultural victory, but how to accumulate enough culture reasonably quickly that you can claim a victory without seeing your opponents threaten a space or even histogram victory. This is all about single-player play against AI opponents; nobody in their right mind tries to reach 20,000 culture in multiplayer.

This assumes a fairly typical game situation, and is not meant to be a guide to offbeat plans like militarily stomping all the AIs so your city can clean up on all the wonders.

Everything About Corruption: C3C Edition
By alexman at 2004-03-27 01:00
This is a guide about how corruption works in Conquests. It's slightly different than how it used to work in PTW and vanilla Civ3.

The information that follows was discovered by extensive testing and contributions by numerous members of the Civ3 community, including Aeson, DaviddesJ, Nor Me, and Qitai. We also recently got some inside information (a look at some of the actual corruption code), which helped find the last few missing pieces of the corruption puzzle.


Corruption in Civilization 3 is commerce from city tiles that cannot be used by the empire. Corrupted commerce is indicated graphically in the city screen by stacks of red coins. There are numerous factors that influence corruption, all of which are addressed in this article.

Recovering from Last Place
By zerksees at 2004-01-31 01:00
To read and discuss zerksees' article on how to survive and win despite being in last place, including analysis and screenshots of an example game, please visit this thread.

A Rank Corruption Discovery & Exploit to Negate Rank Corruption
By Qitai at 2003-12-08 01:00

Editor's Note: The following article describes tactics that are regarded as an exploit in GOTM/RBCiv. The article has been retained in the War Academy because the tactics are valid, and serve to further an understanding of the game, but using these tactics is not allowed in certain games played in the Civ community.

I think I just discovered the reason for all the corruption discrepancies and phenomenon that troubled me for a long time. Things like why did I often observed corruption reduction in my old core when I just made a palace jump and also the recent lower corruption I see in my distance 7 ring around the FP in GOTM22 which later increases for no apparent reason.

And it looks like this can be huge exploit, which can reduce corruption tremendously. With this exploit, it is possible to make most, if not all, of my cities rank 1! This effectively negates almost all corruption due to rank.

A Small Trick to Keep AI Happy
By Qitai at 2003-12-08 01:00
I notice many players have problem with keeping AI happy. So, I would like to highlight a small trick that helps slightly to keep AI happy. I had Gracious and Polite AI in GOTM20 even though I keep breaking MAs.

The trick is that whenever you sell something and the AIs couldn't afford it. Instead of just settle for less (i.e. just sell it for whatever they have), why not just give them gold to make up the difference.

As an example, say you can sell Gunpowder at 1400gc or the equivalent of it. But AI can only offer 20gpt. So, instead of just accepting that. First give AI 800 gold then follow by a 20gpt+800gc for gunpowder trade. I can get the AI relation gift bonus (worth 10) virtually to last to infinity by doing this since the AI never have enough gpt (gold/turn) to pay me the "true market value" of my techs.

The other major factors would be not to raze any cities you capture. To know more about AI attitude, read Bamspeedy's article on AI attitude.

Effective Commericial Management
By Strider at 2003-12-08 01:00
Ever wondered how to manage your commerce succesfully dividing it out between your treasury, science funding, and happiness while crippling the AI's? If we had more extensive sliders than this will all be a breeze... "Yeah, I want to put 2% of my commerce into research.. and the other 98% into my treasury," but instead where stuck with intervals of 10. So...

I'll tell you how to effectivly manage your commerce...

The Basics:

Commerce points:
1 commerce point = 1 gold.
1 commerce point = 1 "research tubes"
1 commerce point = 1 happy citizen (not sure 100% about this as I hardly use the happiness slider)

[SIZE=1]Note: Read Ronalds The very basics on micromanagment for more on how to manage your cities most effectivly.

How Does War Weariness Work?
By Oystein at 2003-12-08 01:00
The study of war weariness goes on. I will thank Bamspeedy and DaveMcW (any other?) for their research, it really helped.

We measure war weariness with wwp (war weariness point). Each civ have one wwp number against each of the other civs.

The different levels of war weariness:
Level   wwp
 -1:     -   0   wh (war happiness)
  0:   0 -  30   normal, no effect
  1:  31 -  60      
  2:  61 -  90
  3:  91 - 120
  4: 121 -
Effect of ww in war:

All government:
Level -1: 25% happy people

Level 1: 25% unhappy people
Level 2: 50% unhappy people
Level 3: 50% unhappy people
Level 4: 100% unhappy people

Level 1: 50% unhappy people
Level 2: 100% unhappy people
Level 3: Revolt

The Pillaging Offensive Strategy
By betazed at 2003-10-05 00:00
In most games when we as human players carry out a war we usually have a very specific objective. We may need to get a resource, or a lux or capture a wonder or a vantage point. When that objective is met we sue for peace as soon as possible and then move on to the next objective. That's the most common type or war. However, there is another type of war.

This is the long drawn out war of attrition. These wars are most seen in Always War scenarios and in wars during the late modern ages when two titanic powers go for the final showdown to determine who should rule the earth. Since in this war the final outcome is the complete annihilation of one side, any strategy that can provide advantage is helpful. The pillaging offensive strategy excels in this second kind of war to the extent that it is truly game unbalancing.

The specifics of the strategy

Early Industrial Railroad Intrusion
By fret at 2003-10-05 00:00

I've no idea if this has been posted before or not, apologies if it has, but it worked well for me in a recent game played at Regent level. At the start of the Industrial Age I virtually crushed my two strongest neighbors in 1 turn.

Wars in the modern era, when the world is covered in railroads and you have stacks of Tanks or MA's, can be very quick. You can travel long distances taking may cities in a single turn. This strategy aims to emulate this at the beginning of the Industrial era, using roads and Cavalry instead of Railroads and MA's. Its a 3 step tactic to erecting a very long path 20 or 30 tiles deep into the enemy's territory, virtually wiping them out and stealing their capital or Wonders, all in 1 turn!


- Lots of workers
The number of these you need depends on many things (see STEP 2 below). I usually use between 80 or 100 on a 8/10 city, 25-30 tile Intrusion.

Creating and Using Leaders
By SirPleb at 2003-10-05 00:00

Leaders appear infrequently but can have a very large impact on the game. They have the unique abilities to rush wonders and to create armies.

This article describes rules which affect the appearance of leaders, techniques which can increase your chances of getting a leader, ways to use leaders, and some game strategies based on leaders.

Rules Affecting Leader Production

You can only have one leader at a time. If you have a leader who hasn't been used for anything yet, there is nothing you can do to produce a second leader at the same time. You must use the existing leader first, to rush something in a city or to build an army. You can check whether you currently have a leader by seeing whether one is displayed in the F3 display under "available leader."

C3C Bonus Disk Strategy Guides
By Chieftess at 2003-09-01 00:00
To view Chieftess' guide on Single Player and Friedrich Psitalon's guide on Multiplayer for Civilization III: Conquests, please download them from the Downloads Database.

Everything You Wanted to Know About Power Plants
By Catt at 2003-06-29 00:00
Questions about power plants and how they work seem to come up pretty frequently and I just had a chat via PM with someone regarding how power plants work – I though I’d post the substance of the chat for others. The following information is accurate as of Civ 3 PTW v1.21f (and to the best of my knowledge has been accurate for all prior version of PTW and Civ 3).

Everything You Wanted to Know about Power Plants

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