******************************************************************************* CIVILIZATION III for PC ******************************************************************************* TRIBES GUIDE ******************************************************************************* By RAGNAROK757 (cgparham757@aol.com) ******************************************************************************* DISCLAIMER: This file is copyright by Ragnarok757 (Chris Parham). You may NOT reproduce or distribute this guide in any manner, electronically or otherwise, without the express written permission of the author. You may not display this guide on any page in which there are advertisment banners. Below can be found the list of sites that are permitted to host this guide. This list can be changed at any time. List of acceptable sites: GameFAQs (www.gamefaqs.com). CivFanatics (www.civfanatics.com) List of sites which do NOT have permission: www.cheats.de Remember, plagarism is a crime and is punishable under the law. Note: You can always find the latest version at GameFAQs, at www.gamefaqs.com Thanks CJayC! ******************************************************************************* E-MAIL POLICY: I welcome e-mails at cgparham757@aol.com but here are the Do's and the Dont's: DO send questions not in the FAQ. DO send questions in text or HTML format. DO send e-mails with "GameFAQs" in the subject line. DO send suggestions and corrections, this is not a final guide. DO tell me if you find this guide on a site where it is not permitted (see above). DON'T send executables. DON'T send vulgar or inappropriate mail. DON'T send mail over and over again, I only check it once every day, at most. I will try to get back to you as soon as possible...unless you did one of the "DONTS", in which case your mail will be summarily ignored and ruthlessly deleted. ******************************************************************************* CONTENTS: 1. Disclaimer 2. E-Mail Policy 3. Contents 4. Introduction 5. Tribes --Americans --Aztecs --Babylonians --Chinese --Egyptians --English --French --Germans --Greeks --Indians --Iroquois --Japanese --Persians --Romans --Russians --Zulus 6 Editing Tribes with the Civilization III Editor 7. Closing Statement 8. Postscript ******************************************************************************* INTRODUCTION This guide is for Civilization III, a PC game produced by Sid Meier and his Firaxis development company. Civilization is one of the oldest current strategy series on the market. Civilization I and Civilization II's numerous incarnations can in some ways be regarded as the "first generation" of the Civilization series. Civ III takes the game to a new level of graphics, scale, and gameplay. For the first time, the different cultures in the Civ series have noticably different characteristics that will really affect the game in huge ways. This guide describes each tribe in detail, with all of its important characteristics and unique points outlined, and then I give my opinion on the tribe, along with strategies to use with that specific tribe. Whether you care about my opinion or not, the data should be useful for you. Enjoy! :) ******************************************************************************* ******************************************************************************* TRIBES OF CIVILIZATION III Under each tribe heading, you will find numerous pieces of information. Here's a summary of what each section contains. TRIBE NAME The tribe is listed by three names: the name of the people (plural); the name of the land they inhabit; and the adjective used to describe them. RULER NAME This is the default ruler name for the tribe, the default title, and default gender. CULTURE GROUP There are five "culture groups" in the game. Basically, the represent the general area of origin of the group. The five groups are: Asian, Mid East, American, European, and Mediterranian. Tribes in the same culture groups use the same city models on the main map screen, tend to start closer to one another, and tend to have better relations with one another. Here are all the tribes divided by culture group: AMERICAN: Americans, Aztecs, Iroquois ASIAN: Chinese, Indians, Japanese EUROPEAN: English, French, Germans, Russians MEDITERRANIAN: Egyptians, Greeks, Romans MIDEAST: Babylonians, Persians, Zulus PERSONALITY This is in three parts: Favored government; Hated government; and aggression level, with the levels being Low, Below Average, Average, Above Average, and High. UNIQUE COLOR This is the team's color. Their cities will have this color in the name bar, and their units will have a ring of this color around them. Also, this color will indicate their borders on the main and small maps. Often the colors seem to change from game to game, and I'm not sure why, but I think it has to do with the fact that each civ has two colors, a Default one and a Unique one. Still, this color will usually be the color of the civ. BONUSES There are six bonuses; each Civ has two. The bonuses are very important in determining what a tribe is like, so I will go into some detail on each one. Militaristic: Civilizations with this attribute produce more Great Leaders, and their units promote more easily (Regular to Veteran, Veteran to Elite, Etc.). They also produce military improvements (Barracks, Coastal Fortress, etc.) 50% more cheaply than other Civs. The best aspect of this is the Leader production, which both allows you to create more armies, and allows you to speed Wonders, which can be a big help in stealing Wonders from other Civs. The following Civs have the Militaristic Bonus: Aztecs Germans Japanese Romans Zulus Commercial: Commercial Bonus allows a Civ two financial advantages: first, it reduces corruption across your empire, though the actual reduction is fairly low. Second, large cities get a bonus production of commerce. This to me is the second least effective bonus. The following Civs have the Commercial Bonus: British French Greeks Indians Romans Religious: Religious tribes can build religion-oriented city improvements, such as Temple and Cathedral, at half-cost. They also change forms of government with only one turn of anarchy. The easy government change is a big plus if you like to change governments a lot, particularly if you do the Democracy in peace/Despotism in war thing. Personally, I just try to keep my Democracy stable through the tough times, so Religion is less of a plus. The higher the difficulty, the more religion pays off. On Emperor or Deity level, cheap temples and one-turn anarchy are almost unbeatable for keeping the population in check. The following Civs have the Religious Bonus: Aztecs Babylonians Egyptians Indians Iroquois Japanese Industrious: Larger cities produce more shield under the Industrious Bonus, which is a two-edged sword, since your cities will build faster but will also produce more pollution. Workers also work faster under this bonus. The following Civs have the Industrious Bonus: Americans Chinese Egyptians French Persians Scientific: For me this is the best attribute. First, you get a free tech at the beginning of each of the four Eras. Plus, you can build Library and University and Research Lab more quickly...not only does this make your research faster, but it helps increase your culture. These are great Civs to play with for any type of victory. The following Civs have the Scientific Bonus: Babylonians Chinese Germans Greeks Russians Persians Expansionist: Expansionist cultures get a third unit at the beginning of the game: a Scout, which has a two movement rate. They can also build more scouts later. This is by far the weakest of the six bonuses. The following Civs have the Expansionist Bonus: Americans British Iroquois Russians Zulus I generally feel that the trio of Industrious, Scientific, and Militaristic are the "Big Three" abilities, well ahead of the other three. Religious is at its own middle level, and Commercial and Expansionist you might want to avoid. (My caveat to this is that if you like a long, war-filled game, Expansionist might suit you well.) OPENING TECHS Each tribe is given two free civilization advances at the start of the game. CITY LIST All the default city names available to the tribe. They are in build order, but you go across each row and then down to the next row. After the game exhausts this list, it will begin again at the beginning, but with prefixes/suffixes, like "New Rome." LEADER NAMES The default names for Great Leaders arising from that tribe. SPECIAL CHARACTERISTICS There are many special flags that tribes can possess; this lists those that apply to the given tribe. UNIQUE UNIT Each tribe has one unique unit; here, the unit is given with its stats and any other relevant information. A/D/M is Attack/Defense/Movement. Range is given in place of Movement for air units. ******************************************************************************* AMERICANS Tribe Names: Americans, America, American Ruler Name: President Lincoln (male) Culture Group: American Personality Favored Gov't: Democracy Hated Gov't: Communism Aggression Level: Average Unique Color: Sky Blue Bonuses: Industrious Expansionist Opening Techs: Pottery Masonry Cities: Washington New York Boston Philadelphia Atlanta Chicago Seattle San Francisco Miami Houston Buffalo St. Louis Detroit New Orleans Baltimore Denver Cincinnati Dallas Memphis Los Angeles Cleveland Kansas City San Diego Richmond Las Vegas Phoenix Albuquerque Portland Minneapolis Pittsburgh Oakland Tampa Bay Orlando Tacoma Santa Fe Olympia Hunt Valley Springfield Palo Alto Spokane Great Leaders: Washington Lee Sherman Jackson Grant MacArthur Patton Special Characteristics: Build Air Units Often. Build Growth Improvements Often. Build Production Improvements Often. Unique Unit: F-15 replaces JET FIGHTER A/D/M: 8/4/6 Americans have a tough time, partly because they have a weak unique unit and partly because the expansionist attribute is a somewhat make-or-break proposition. I've seen games where the AI Americans dominate their continent, and games where they struggle mightily from the outset. You'll need to initiate a Golden Age early since the F-15 cannot create one unless another enemy unit attacks it while it is on the Air Superiority mission. (In other words, you can't initiate a battle that will produce the necessary victory.) This means securing an Industrious or Expansionist wonder and building it. Such wonders account for a large choice over the entire span of the game, so the plus to the manually induced Golden Age is that you can time it how you want, without being concerned that a victory by your unique unit will ruin your timing. The negative is obviously the risk that the AI will build the wonder first. Aside from the fact that it lets you control the Golden Age, the F-15 is a pretty shabby unique unit. Adding a little bit of bombard power to a Jet Fighter does not a good unit make, since it still cannot touch the Bomber in terms of destructiveness. It's alright for attacking units in the open field to weaken them, but won't be able to do much damage against cities, and cities are the main focus of bombardment campaigns. Adding insult to injury, it breaks up a small upgrade path. There is not a lot of promise in America, and you will need to work to hang on to the early lead the Expansionist attribute gives you. ******************************************************************************* ******************************************************************************* AZTECS Tribe Names: Aztecs, Aztecs, Aztec Ruler Name: Chief Montezuma (male) Culture Group: American Personality Favored Gov't: Monarchy Hated Gov't: Democracy Aggression Level: Above Average Unique Color: Forest Green Bonuses: Militaristic Religious Opening Techs: Warrior Code Ceremonial Burial Cities: Tenochtitlan Teotihuacan Tlatelolco Texcoco Tlaxcala Calixtlahuaca Xochicalco Tlacopan Atzcapotzalco Tzintzuntzen Malinalco Tula Tamuin Teayo Cempoala Chalco Tlalmanalco Ixtapaluca Huexotla Tepexpan Tepetlaoxtoc Chiconautla Zitlaltepec Coyotepec Tequixquiac Jilotzingo Tlapanaloya Tultitan Ecatepec Coatepec Chalchiuites Chiauhita Chapultepec Itzapalapa Ayotzinco Iztapam Great Leaders: Ahuitzotl Itzcoatl Acamapichtli Axayacatl Tizoc Huitzilhuitl Chimalpopoca Maxtla Nezahualcoyotl Nezahualpilli Special Characteristics: Build Offensive Land Units Often. Build Happiness Improvements Often. Unique Unit: JAGUAR WARRIOR replaces WARRIOR A/D/M: 1/1/2 Coming next update... ******************************************************************************* ******************************************************************************* BABYLONIANS Tribe Names: Babylonians, Babylon, Babylonian Ruler Name: King Hammurabi (male) Culture Group: Mid East Personality Favored Gov't: Monarchy Hated Gov't: Despotism Aggression Level: Above Average Unique Color: Dark Blue Bonuses: Scientific Religious Opening Techs: Bronze Working Ceremonial Burial Cities: Babylon Ur Nineveh Ashur Ellipi Akkad Uruk Eridu Samarra Lagash Kish Nippur Shuruppak Zariqum Sippar Izibia Larsa Nimrud Zamua Khorsabad Hindana Tell Wilaya Umma Adab Telloh Nina Ebla Great Leaders: Agum Sargon Sumuabum Ashurbanipal Naboplasser Nebuchadnezzar Special Characteristics: Build Science Improvements Often. Build Culture Improvements Often. Unique Unit: BOWMAN replaces ARCHER A/D/M: 2/2/1 The Babylonians are indisputably the easiest tribe to achieve cultural victory with. Having both the Scientific and Religious attribute halves the price of all culture-producing improvements. The only difficulty is gaining enough territory to support the 40-50 cities minimum needed to ensure a cultural victory (you can do it with less but will need an increasingly large proportion of the wonders). Obviously this will require quick expansion and possibly a few early game wars. Luckily, their unique unit, the Bowman, is perfect for fighting such wars in the early game-not "conquering" style wars aimed at annihilation, but ones aimed at capturing a few cities and securing some territory. A combination Spearman/Archer, they can march in and can be used both to take and secure cities. The only negative is a one movement rating, which will prevent far- flung campaigns, but probably you won't need such an offensive. The Bowman produces a Golden Age that is a few turns too early, unless you hold off on attacking with it. Still, I’d go ahead and attack away. With neither Militaristic or Industrious capability, Babylon will have a tough time in war later in the game, so it’s wise to establish good borders and secure a decent proportion of territory. ******************************************************************************* ******************************************************************************* CHINESE Tribe Names: Chinese, China, Chinese Ruler Name: Chairman Mao (male) Culture Group: Asian Personality Favored Gov't: Communism Hated Gov't: Monarchy Aggression Level: Below Average Unique Color: Pink (maybe Salmon) Bonuses: Militaristic Industrious Opening Techs: Warrior Code Masonry Cities: Beijing Shanghai Canton Nanking Tsingtao Xinjian Chengdu Hangchow Tientsin Tatung Macao Anyang Shantung Chinan Kaifeng Ningpo Paoting Yangchow Great Leaders: Kublai Khan Sun Tzu Qianlong Ghengis Khan Jin Qiu General Tso Special Characteristics: Build Growth Improvements Often. Build Production Improvements Often. Build Science Improvements Often. Unique Unit: RIDER replaces KNIGHT A/D/M: 4/3/3 The Chinese are a very effective civilization, combining potent military power with enhanced production. As usual with a militaristic tribe, you will want to prey on weak enemy border cities, securing both territory and resources and hopefully producing a leader early on. Be aware of you opponents, and defend your cities appropriately before going on the attack; the Babylonians, Aztecs, and Iroquois are particularly dangerous right now. If you get a leader, the creation of an army at this stage will pay off later on-the sooner you can build the Heroic Epic, the sooner you can get more leaders to speed your wonders. Chinese early game goals are to secure Iron and Horses (needed for unique unit), possibly one or two luxuries, and maybe a Leader. The Middle Ages is where China shines. First, the added mobility of the rider gives you a three movement unit long before any other civilization can get it. Leveraging your Golden Age's additional production into an attack is a definite possibility, and with a three speed unit, lengthy "civ-killer" wars are now possible. Hopefully, the combination of Golden Age production and Leaders will net you the three big wonders of the age (J.S. Bach's Cathedral, Sistine Chapel, and Sun Tzu's Art of War). From this point on, you can either ride out your lead or continue onward for the conquest/domination victory. The choice is yours and either method should succeed. ******************************************************************************* ******************************************************************************* EGYPTIANS Tribe Names: Egyptians, Egypt, Egyptian Ruler Name: Queen Cleopatra (female) Culture Group: Mediterranean Personality Favored Gov't: Monarchy Hated Gov't: Republic Aggression Level: Average Unique Color: Yellow Bonuses: Industrial Religious Opening Techs: Ceremonial Burial Masonry Cities: Thebes Memphis Heliopolis Elephantine Alexandria Pi-Ramesses Giza Byblos El-Amarna Hieraconpolis Abydos Asyut Avaris Lisht Buto Edfu Pithom Busiris Kahun Athribis Mendes El-Ashmunein Tanis Buhen Bubastis This Oryx Sebennytus Cairo Great Leaders: Ramses Cheops Khufu Mentuhotep Seti Na'rmer Special Characteristics: Build Growth Improvements Often. Build Production Improvements Often. Build Culture Improvements Often. Unique Unit: WAR CHARIOT replaces CHARIOT A/D/M: 2/1/2 War Chariots are essentially Horsemen without the knowledge of Horseback Riding. Not only does this give you an early edge in building fast, attack- oriented units, but they are also useful throughout the Ancient Age. Plus, they upgrade straight to Knight, allowing you to keep your forces strong. On the downside, since the Wheel will probably be your first point of research, it will be a good while before you are able to build Spearmen, or see Iron on the world map. Getting up the Bronze/Iron Working path quickly is important for Egypt. As far as attributes go, Egypt is blessed with the Religious and Industrious qualities. Cheap temples help to maintain order in your cities and Industrious allows you to quickly build hordes of units. Science is probably your big problem, but it can be overcome through conquering. The only trouble is, considering that Egypt is largely a Conquest/Domination type civilization, their lack of the Militaristic attribute is annoying. Oh well. ******************************************************************************* ******************************************************************************* ENGLISH Tribe Names: English, England, English Ruler Name: Queen Elizabeth (female) Culture Group: European Personality Favored Gov't: Democracy Hated Gov't: Despotism Aggression Level: Average Unique Color: Orange Bonuses: Expansionist Commercial Opening Techs: Alphabet Pottery Cities: London York Nottingham Hastings Canterbury Coventry Warwick Newcastle Oxford Liverpool Dover Brighton Norwich Leeds Reading Birmingham Richmond Exeter Cambridge Gloucester Manchester Bristol Leicester Carlisle Ipswich Portsmouth Berwick Bath The Mumbles Great Leaders: Edward Boudicea Nelson Wallace Cornwallis Clinton Wellington Special Characteristics: Build Naval Units Often. Build Wealth Improvements Often. Build trade Improvements Often. Unique Unit: MAN O WAR replaces FRIGATE A/D/M: 3/2/4 England is the weakest civilization overall. First, they feature the two weakest attributes: in all major categories, they will be behind other cultures, and the commercial bonus will never give them enough gold to overcome this disadvantage. Nor will expansionist give them a lead that cannot be overcome. But beyond this weakness, the Man O War is a very weak unique unit. At this period, naval units are still very weak and will have great difficulty in effectively supporting your land army. Bombardment in this era has almost no chance of destroying improvements or killing citizens in enemy cities. Of course, Man O War is useless against landlocked enemy cities. It also creates a Golden Age that is undesirably late. Few worthwhile Wonders are available in this time period. It doesn't upgrade. It really drags down England. I don't have much advice for how you can win with England; it's going to be a tough battle, and will probably require a good bit of luck. ******************************************************************************* ******************************************************************************* FRENCH Tribe Names: French, France, French Ruler Name: Saint Joan d'Arc (female) Culture Group: European Personality Favored Gov't: Republic Hated Gov't: Monarchy Aggression Level: Low Unique Color: Pink (Darker Pink than China) Bonuses: Industrious Commercial Opening Techs: Alphabet Masonry Cities: Paris Orleans Lyons Rheims Tours Marseilles Chartres Avignon Besancon Rouen Grenoble Dijon Amiens Cherbourg Poitiers Toulouse Bayonne Strasbourg Brest Bordeaux Rennes Great Leaders: Napoleon Richelieu De Gaulle Charlemagne Special Characteristics: Build Happiness Improvements Often. Build Trade Improvements Often. Build Culture Improvements Often. Unique Unit: MUSKETEER replaces MUSKETMAN A/D/M: 3/4/1 Coming next update... ******************************************************************************* ******************************************************************************* GERMANS Tribe Names: Germans, Germany, Germans Ruler Name: Chancellor Bismark (male) Culture Group: European Personality Favored Gov't: Republic Hated Gov't: Communism Aggression Level: High Unique Color: Light Blue Bonuses: Militaristic Scientific Opening Techs: Warrior Code Bronze Working Cities: Berlin Leipzig Hamburg Konigsberg Frankfurt Munich Heidelburg Nuremberg Cologne Hannover Bremen Stuttgart Bonn Salzburg Dortmund Brandenburg Great Leaders: Barbarossa Richtoffen Hengest Horsa Special Characteristics: Build Offensive Land Units Often. Build Science Improvements Often. Build Culture Improvements Often. Unique Unit: PANZER replaces TANK A/D/M: 16/8/3 Coming next update... ******************************************************************************* ******************************************************************************* GREEKS Tribe Names: Greeks, Greece, Greek Ruler Name: King Alexander (male) Culture Group: Mediterranean Personality Favored Gov't: Democracy Hated Gov't: Despotism Aggression Level: Average Unique Color: Lime Green Bonuses: Scientific Commercial Opening Techs: Alphabet Bronze Working Cities: Athens Sparta Thermopylae Corinth Delphi Pharsalos Knossos Argos Mycenae Herakleia Ephesus Thessalonia Rhodes Eretria Troy Marathon Halicarnassus Pergamon Miletos Artemisium Megara Phocaea Sicyon Gortyn Mytilene Tegea Syracuse Apollonia Apolyton Great Leaders: Pyrrhus Hector Ajax Ulysess Special Characteristics: Build Naval Units Often. Build Science Improvements Often. Build Trade Improvements Often. Build Culture Improvements Often. Unique Unit: HOPLITE replaces SPEARMAN A/D/M: 1/3/1 The Greeks are a civilization for the peaceful player. Space Race is an especially good form of victory to shoot for with the Greeks, as they are able to get techs very quickly. The Scientific and Commercial attributes are ideal; Scientific is obviously a useful bonus, and Commercial will allow you to keep your tax rate down, thus advancing your research faster. Moreover, selling techs to other civilizations will be a useful technique for you. Most likely, they will offer you decent prices, since war is a bit of an unlikely proposition for you. The Greeks are good on the defensive, and Hoplite help to maintain the security of you empire for a long time. Offensively, however, they have few redeeming factors. Basically Conquest and Domination are likely out of the question. Transition to Republic, then to Democracy should both come immediately, and the military should be kept small and almost exclusively defensive. Good relations with other civs should keep you out of war and an efficient scientific state should coast to the victory. ******************************************************************************* ******************************************************************************* INDIANS Tribe Names: Indians, India, Indian Ruler Name: Mahatma Gandhi (male) Culture Group: Asian Personality Favored Gov't: Democracy Hated Gov't: Despotism Aggression Level: Low Unique Color: Gray Bonuses: Religious Commercial Opening Techs: Alphabet Ceremonial Burial Cities: Delhi Bombay Madras Bangalore Calcutta Lahore Karachi Kolhapur Jaipur Hyderabad Bengal Chittagong Punjab Dacca Indus Ganges Pune Great Leaders: Chandragupta Shivaji Porus Bindusara Asoka Akbar Singh Tilak Special Characteristics: Build Growth Improvements Often. Build Wealth Often. Build Trade Improvements Often. Build Culture Improvements Often. Unique Unit: WAR ELEPHANT replaces KNIGHT A/D/M: 4/3/2 The War Elephant is somewhat unique (beyond its unique unit uniqueness) in that it doesn't change the stats of the unit it replaces; instead, it makes it so that your Knight equivalent no longer requires any resources whatsoever. Obviously, in some games this can be a godsend; in fact, you may be able to use your war elephants to secure these resources. But if you find both Horses and Iron before the Middle Ages begin, then you essentially don't have a unique unit. This makes India a civ that can play with wildly different result from game to game. In many ways you'd rather not have Horses and Iron, since this will make it more likely that you have other resources and luxuries, and you can always secure Iron later. Of course, you WILL need to use your War Elephants to get a hold on an Iron supply, as this resource is perhaps the most essential in the game and needs to be in your possession when you invent Steam Power at the beginning of the Industrial Age. India's attributes don't paint a particularly pretty picture. Religious and Commercial have one plus, in that they provide an unusually stable society; one turn anarchy and money to fund entertainment should ensure that your people stay happy. Yet without a Big Three ability, India can have a tough time and is a little bit aimless. The main priority with India is to decide what you want, and go for it all out. By the end of the Middle Ages, you should have decided on a victory type, and should be going for it all out. With this kind of clear purpose India can be very effective. ******************************************************************************* ******************************************************************************* IROQUOIS Tribe Names: Iroquois, Iroquois, Iroquois Ruler Name: Chief Hiawatha Culture Group: American Personality Favored Gov't: Communism Hated Gov't: Monarchy Aggression Level: Below Average Unique Color: Purple Bonuses: Expansionist Religious Opening Techs: Pottery Ceremonial Burial Cities: Salamanca Niagara Falls Grand River Allegheny Cattaraugus Oil Springs Tonawanda Mauch Chunk St. Regis Centralia Akwesasne Tyendenaga Kahnawake Caughnawaga Oka Chondote Gandasetaigon Ganogeh Gayagaahe Gewauga Goigouen Kawauka Kente Kiohero Owego Neodakheat Oiogouen Skannayutenate Onnontare Great Leaders: Shenandoah Cornplanter Tecumseh Red Cloud Sitting Bull Special Characteristics: Build Happiness Improvements Often. Build Explore Improvements Often. Unique Unit: MOUNTED WARRIOR replaces HORSEMAN A/D/M: 3/1/2 Coming next update... ******************************************************************************* ******************************************************************************* JAPANESE Tribe Names: Japanese, Japan, Japanese Ruler Name: Shogun Tokugawa (male) Culture Group: Asian Personality Favored Gov't: Monarchy Hated Gov't: Republic Aggression Level: Above Average Unique Color: Brick Red Bonuses: Militaristic Religious Opening Techs: The Wheel Ceremonial Burial Cities: Kyoto Osaka Tokyo Edo Satsuma Kagoshima Nara Nagoya Izumo Nagasaki Yokohama Shimonoseki Matsuyama Sapporo Hakodate Ise Toyama Fukushima Suo Bizen Echizen Izumi Omi Echigo Kozuke Sado Great Leaders: Toto Hirohito Fujiwara Special Characteristics: Build Offensive Land Units Often. Build Naval Units Often. Build Happiness Improvements Often. Unique Unit: SAMURAI replaces KNIGHT A/D/M: 4/4/2 Coming next update... ******************************************************************************* ******************************************************************************* PERSIANS Tribe Names: Persians, Persia, Persian Ruler Name: Emperor Xerxes (male) Culture Group: Mid East Personality Favored Gov't: Monarchy Hated Gov't: Democracy Aggression Level: Above Average Unique Color: Teal Bonuses: Industrious Scientific Opening Techs: Bronze Working Masonry Cities: Perseopolis Pasargadae Susa Arbela Antioch Tarsus Gordium Bactra Sidon Tyre Sardis Samaria Hamadan Ergili Dariush Kabir Ghulaman Zohak Istakhr Jinjan Borazjan Herat Dakyanus Bampur Tureng Tepe Merv Behistun Kandahar Altin Tepe Bunyan Charsadda Ura Tyube Great Leaders: Darius Cyrus Achaemenes Special Characteristics: Build Offensive Land Units Often. Build Wealth Often. Build Trade Improvements Often. Unique Unit: IMMORTALS replaces SWORDSMAN A/D/M: 4/2/1 The Persians are my personal favorite civilization, combining two of the Big Three abilities with a very satisfactory unique unit. On all levels, Persia will be strong, but they are particularly excellent on the two lowest difficulty levels, and so they are a great choice for beginning players. Scientific and Industrious work particularly well together; quick production and advanced technology spread to nearly all other fields, aiding you in maintaining wealth, expanding culture, creating military power, and all other aspects of the game. Persia is the ideal civilization for achieving a Histographic victory because of its wide potential. Immortals are a nice unique unit, they come at an ideal time for a war- oriented Golden Age. The best Wonders will come a bit later, but you can use the extra production to produce hordes of units and dominate your opponent, hopefully gaining territory and resources. Immortals will really help you with this offensive as well; if Iron Working is your first advance, you will have the most powerful offensive unit for the entire Ancient Age. No other unit equals the 4 attack power of the Immortals until the Knight comes along. The early-game warfare is an important part of the most effective Persia games; by the Modern Age, cities you capture in the Ancient Age will be huge metropolises in your empire, and securing territory early is easier than securing it later. ******************************************************************************* ******************************************************************************* ROMANS Tribe Names: Romans, Rome, Roman Ruler Name: Emperor Caesar (male) Culture Group: Mediterranean Personality Favored Gov't: Republic Hated Gov't: Communism Aggression Level: Above Average Unique Color: Red Bonuses: Militaristic Commercial Opening Techs: Warrior Code Alphabet Cities: Rome Veii Antium Cumae Neapolis Pompeii Pisae Ravenna Hispalis Viroconium Lugundum Lutetia Byzantium Brundisium Syracuse Caesaraugusta Palmyra Jerusalem Caesarea Tarentum Nicomedia Seleucia Artaxata Aurelianorum Hippo Regius Nicopolis Londinium Eburacum Arretium Gordion Agrippina Cyrene Tyrus Verona Corfinium Mediolanum Treveri Sirmium Augustadorum Trapezus Bagacum Lauriacum Teurnia Curia Great Leaders: Trajan Hadrian Maximus Germanicus Claudius Anthony Octavian Titus Special Characteristics: Build Offensive Land Units Often. Build Defensive Land Units Often. Build Growth Improvements Often. Build Production Improvements Often. Unique Unit: replaces SWORDSMAN A/D/M: 3/3/1 Coming next update... ******************************************************************************* ******************************************************************************* RUSSIANS Tribe Names: Russians, Russia, Russian Ruler Name: Czarina Catherine (female) Culture Group: European Personality Favored Gov't: Communism Hated Gov't: Democracy Aggression Level: Above Average Unique Color: Brown Bonuses: Expansionist Scientific Opening Techs: Pottery Bronze Working Cities: Moscow St. Petersburg Kiev Minsk Smolensk Odessa Sevastopol Tblisi Sverdlovsk Yakutsk Vladivostok Novgorod Krasnoyarsk Riga Rostov Astrakhan Kharkov Grozny Dnepropetrovsk Maikop Kursk Kuibyshev Magnitogorsk Uralsk Kazan Vologda Murmansk Vitebsk Batum Tiflis Bryansk Tula Kalinin Yaroslavl Krasnovodsk Great Leaders: Ivan the Terrible Peter the Great Stalin Lenin Trotsky Zukhov Special Characteristics: Build Air Units Often. Build Growth Improvements Often. Build Science Improvements Often. Unique Unit: COSSACK replaces CAVALRY A/D/M: 6/4/3 Russia is another difficult civilization. On the plus side, the Expansionist and Scientific combination can be highly effective at discovering resources techs, then finding the resources, so luxuries and strategic materials should be an advantage for you, not a problem. Yet the positive side of Russia is largely overshadowed by the extensive negatives, most particularly their unique unit which is the weakest in the game. First off, the Cossack is little better than Cavalry. Adding a point of defense to a fast attack unit is always of questionable value; even with this defensive point it cannot really defend unless it is on a mountain square, or has some other bonus. Enemy cavalries will make short work of the Cossack (6 attack against 4 defense), and even enemy knights will attack it with even odds. And since the Cossack breaks the extremely valuable Knight-Cavalry upgrade connection, it's actually WORSE than the unit it replaces. When playing as Russia, it takes skill to overcome the weakness of your unique unit. ******************************************************************************* ******************************************************************************* ZULUS Tribe Names: Zulus, Zululand, Zulu Ruler Name: Chief Shaka (male) Culture Group: Mid East Personality Favored Gov't: Despotism Hated Gov't: Democracy Aggression Level: High Unique Color: Black Bonuses: Militaristic Expansionist Opening Techs: Warrior Code Pottery Cities: Zimbabwe Ulundi Bapedi Hlobane Isandhlwana Intombe Mpondo Ngome Swazi Tugela Umtata Umfolozi Ibabanago Isipezi Amatikulu Zunguin Great Leaders: Mpande Zwelithini Dingane Cetshwayo Special Characteristics: Build Offensive Land Units Often. Unique Unit: IMPI replaces SPEARMAN A/D/M: 1/2/2 The Zulus are the kind of civilization that the computer plays terribly, but you can dominate with. The Impi is a very nice early unit, and the extra point of movement pays off hugely at this stage of the game. This allows you to create an excellent fast force, featuring Chariots or Horsemen and Impis, and you will be the only civilization able to wield such a versatile army. Protecting Horsemen with Impis maximizes their effectiveness and reduces their vulnerability, without sacrificing any speed. The Impis are also a great unit to build a lot of, since they are at the base of the best upgrade path in the game, eventually rising all the way to Mech Infantry. As you can imagine from the combination of Expansionist and Militaristic, along with the maximum AI aggression level, the Zulus are Conquest or Domination all the way. The domestic aspect of the Zulu culture is very poor. All non-military improvements are full price, culture is slow to accumulate, and techs take forever to research. The Zulus are ideal for a full-scale military game plan, such as the ever-popular Despotic Conquest. ******************************************************************************* ******************************************************************************* EDITING TRIBES WITH THE CIVILIZATION III EDITOR The Civ III editor is somewhat complex and difficult to use, but it's not all that hard to edit your favorite Civilizations. First, you must allow modified rules. To do this, go to options and remove the check on "Use Default Rules." Then go to Edit, and under 'Rules' choose "Civilizations." There are many options here, all of which have been explained under the Legend earlier in the guide. The others mostly concern image files and other forms of media associated with the civ, such as its Civilopedia entry. I wouldn't recommend tampering with these unless you really know your stuff, as you will almost certainly crash the game. Maybe if I get some experience I'll update the guide for this, but first impression suggests that icons, etc. will be much harder to modify that in Civ II. This makes sense, considering that instead of 2D icons we are now dealing with 3D animated sprites. ******************************************************************************* CLOSING STATEMENT Thanks for reading the guide! ******************************************************************************* ACKNOWLEDGEMENTS: Thanks to the creators of Civ III! Thanks to Sid Meier for a great game! Thanks to Dell for a great computer to play it on! Thanks to GameFAQs, and especially to CJayC for doing such a great job there. Most of all thanks to me, for the time it took to gather this information. ******************************************************************************* This file is Copyright 2002 by Ragnarok757, and may be freely distributed in whole or part as long as proper credit is given to the author. Anything taken from this FAQ must be cited as the work of Ragnarok757 immediately before or after it appears. If there is an acknowledgments or bibliography section, you must also give me credit there. But as long as I get my credit, enjoy the guide! "The Civilization III Tribes Guide" Last Update: 20.6.2002 Version: 0.7 RAGNAROK757