******************************************************************************* CIVILIZATION III for PC ******************************************************************************* UNITS 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. Units --Regular Units (open to all or many civs) --Special Units (open to one civ) --Upgrade Trees --Modifying Units Using the Civ III Editor 6. Closing Statement 7. 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. This guide covers all the units, both military and non-military, that appear in the game. One new addition to the Civ series for this incarnation was the addition of unique units for each Civilization. Each of the sixteen civilizations has its own unique unit, which is a slight improvement of an existing regular unit that is available to all other tribes. Not only is this unit slightly better than the equivalent units possessed by other Civs, but a wartime victory by a unique unit can put the given civilization into a Golden Age in which production and commerce are significantly boosted. All in all, it is an interesting new feature of the Civ series. ******************************************************************************* LEGEND NAME: Pretty self-explanitory. PRE-REQUISITE: Technology needed to build. RESOURCES: Strategic Resources, it any, needed to build this unit. CLASS: Land, Sea, or Air. COST: Cost in shields (cost in population). ATTACK: Unit's attack strength. DEFENSE: Unit's defense strength. MOVEMENT: Standard moves per turn. For air units, the operational range is given instead. BOMBARD: Strength (Range) (Rate of Fire). UPGRADES TO: What the unit upgrades to. ABILITIES: All special abilities. This is a list of all abilities. Wheeled Foot Soldier Blitz Cruise Missile All Terrain As Roads Radar Amphibious Units Submarine Aircraft Carrier Draft Immobile Sink In Sea Sink In Ocean Mounted Carry Foot Units Only Starts Golden Age Nuclear Weapon Hidden Nationality Army Leader ICBM Stealth Can See Submarines Tactical Missile Can Carry Tactical Missiles Ranged Attack Animation Turn To Attack AI STRATEGIES: This determines how the AI will use this unit. You would be well served to use it in the same way, since these are pretty accurate. The list that follows is a list of all AI strategies. Land: Offense Defense Explore Terraform Settle Army Leader Artillery Cruise Missile Tactical Nuke ICBM Sea: Naval Power Naval Transport Naval Carrier Naval Missile Transport Air: Air Bombard Air Defense Air Transport ORDERS: All orders available to the unit. Inlcudes Standard Orders, Special Actions, Worker Actions, and Air Missions. This is a list of all possible orders. All units have the first five orders, and these will not be repeated under each unit. Skip Turn Wait Fortify Disband Go To Load Unload Airlift Pillage Bombard Airdrop Build Army Finish Improvements Upgrade Unit Build Colony Build City Build Road Build Railroad Build Fort Build Mine Irrigate Clear Forest Clear Jungle Plant Forest Clear Pollution Automate Join City Bombing Recon Interception Re-base Precision Bombing The regular units are listed alphabetically from AEGIS Cruiser to Worker. Then, the sixteen civilization-unique units are listed, alphabetically by civ, from the Americans' F-15 Fighter to the Zulus Impi. For these units, two extra pieces of info are listed. In parantheses next to the unit's name is the civ that can build the unit. Below this is the name of the regular unit that this special unit takes the place of. For instance, the Russians can build the Cossack, and Cossack takes the place of Cavalry. This means that the regular Cavalry unit will not show up in the Russians' build list; only Cossack will show up. ******************************************************************************* ******************************************************************************* AEGIS CRUISER Prerequisite: Robotics Resources: Aluminum, Uranium Class: Sea Cost: 160 shields Attack/Defense/Movement: 12/10/5 Bombard: 4 (2) (2) Upgrades From: None Upgrades To: None Abilities: Radar Can See Submarines Ranged Attack Animation AI Strategies: Naval Power Orders: Bombard The AEGIS is another nice unit that comes far too late to be of any use to you. Compared to the battleship, the AEGIS is nothing, and it costs 4/5 as much to build! Bombardwise, it is almost useless. However, it does get some credit for its ability to see enemy submarines. If you have some worry that your enemy is filling the ocean with subs (not that the AI ever does this) you could be wise to build a few of these units, as they will beat down on submarines. This is especially true if you think he's got subs loaded with nukes swimming around in your area. However, once again, the computer isn't too likely to do this. Frankly, this unit is pretty worthless in the regular game. With the player v. player expansion, however, called Civ III: Play The World, my opinion of this unit may be revised. ******************************************************************************* ARCHER Prerequisite: Warrior Code Resources: None Class: Land Cost: 20 shields Attack/Defense/Movement: 2/1/1 Bombard: NA Upgrades From: None Upgrades To: Longbowman Abilities: Foot Soldier Ranged Attack Animation AI Strategies: Offense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* ARMY Prerequisite: None Resources: None Class: Land Cost: 40 shields Attack/Defense/Movement: */*/1 Bombard: NA Transport: 3 units (4 with Pentagon) Upgrades From: None Upgrades To: None Abilities: Army AI Strategies: Army Orders: Load ******************************************************************************* ARTILLERY Prerequisite: Replaceable Parts Resources: None Class: Land Cost: 80 shields Attack/Defense/Movement: 0/0/1 Bombard: 12 (2) (2) Upgrades From: Cannon Upgrades To: Radar Artillery Abilities: None AI Strategies: Artillery Orders: Load Bombard Upgrade Unit ******************************************************************************* BATTLESHIP Prerequisite: Mass Production Resources: Oil Class: Sea Cost: 200 shields Attack/Defense/Movement: 18/12/5 Bombard: 8 (2) (2) Upgrades From: None Upgrades To: None Abilities: Ranged Attack Animation Turn To Attack AI Strategies: Naval Power Orders: Bombard ******************************************************************************* BOMBER Prerequisite: Flight Resources: Oil Class: Air Cost: 100 shields Attack/Defense/Movement: 0/2/6 Bombard: 8 (0) (3) Upgrades From: None Upgrades To: None Abilities: Immobile AI Strategies: Air Bombard Orders: Load Bombing Re-base ******************************************************************************* CANNON Prerequisite: Metallurgy Resources: Iron; Saltpeter Class: Land Cost: 40 shields Attack/Defense/Movement: 0/0/1 Bombard: 8 (1) (1) Upgrades From: Catapult Upgrades To: Artillery Abilities: Wheeled AI Strategies: Artillery Orders: Load Bombard Upgrade Unit ******************************************************************************* CARAVEL Prerequisite: Astronomy Resources: None Class: Sea Cost: 40 shields Attack/Defense/Movement: 1/2/3 Bombard: NA Transport: 3 units Upgrades From: Galley Upgrades To: Galleon Abilities: Sink In Ocean Ranged Attack Animation Turn To Attack AI Strategies: Naval Transport Orders: Unload Upgrade Unit ******************************************************************************* CARRIER Prerequisite: Mass Production Resources: Oil Class: Sea Cost: 180 shields Attack/Defense/Movement: 1/8/4 Bombard: NA Transport: 4 units Upgrades From: None Upgrades To: None Abilities: Radar Aircraft Carrier Ranged Attack Animation AI Strategies: Naval Carrier Orders: Unload ******************************************************************************* CATAPULT Prerequisite: Mathematics Resources: None Class: Land Cost: 20 shields Attack/Defense/Movement: 0/0/1 Bombard: 4 (1) (1) Upgrades From: None Upgrades To: Cannon Abilities: Wheeled AI Strategies: Artillery Orders: Load Bombard Upgrade Unit The catapult is the predecessor of some nice units, so if you build it now, it will pay off as you upgrade it later. Nevertheless, if you have to make a choice between units, I can't recommend building the catapult. This point in the game is too early for Artillery. First, all citizens and buildings in cities have a standard defense of 12 against bombardment. This means that on turns when you can't hit a unit, you will virtually never cause any damage. Combined with this, you need to shield the catapult with another unit at all times. All in all, artillery works best when stacked in massive quantities and shielded constantly with three or four elite defensive units. That just isn't conceivable with the limited production of the ancient age. ******************************************************************************* CAVALRY Prerequisite: Military Tradition Resources: Horses; Saltpeter Class: Land Cost: 80 shields Attack/Defense/Movement: 6/3/3 Bombard: NA Upgrades From: Knight Upgrades To: None Abilities: Mounted AI Strategies: Offense Orders: Load Airlift Pillage ******************************************************************************* CHARIOT Prerequisite: The Wheel Resources: Horses Class: Land Cost: 20 shields Attack/Defense/Movement: 1/1/2 Bombard: NA Upgrades From: None Upgrades To: Horseman Abilities: Wheeled AI Strategies: Offense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* CRUISE MISSILE Prerequisite: Rocketry Resources: Aluminum Class: Land Cost: 60 shields Attack/Defense/Movement: 0/0/1 Bombard: 16 (2) (3) Upgrades From: None Upgrades To: None Abilities: Cruise Missile AI Strategies: Cruise Missile Orders: Bombard ******************************************************************************* DESTROYER Prerequisite: Combustion Resources: Oil Class: Sea Cost: 120 shields Attack/Defense/Movement: 12/8/5 Bombard: 6 (1) (2) Upgrades From: None Upgrades To: None Abilities: Ranged Attack Animation AI Strategies: Naval Power Orders: Bombard ******************************************************************************* EXPLORER Prerequisite: Navigation Resources: None Class: Land Cost: 20 shields Attack/Defense/Movement: 0/0/2 Bombard: NA Upgrades From: Scout Upgrades To: Explorer Abilities: All Terrain As Roads AI Strategies: Explore Orders: Load Pillage ******************************************************************************* FIGHTER Prerequisite: Flight Resources: Oil Class: Air Cost: 80 shields Attack/Defense/Movement: 4/2/1 Bombard: 2 (0) (1) Upgrades From: None Upgrades To: Jet Fighter Abilities: Immobile AI Strategies: Air Defense Orders: Load Upgrade Unit Bombing Recon Interception Re-Base ******************************************************************************* FRIGATE Prerequisite: Magnetism Resources: Iron; Saltpeter Class: Sea Cost: 60 shields Attack/Defense/Movement: 2/2/4 Bombard: 2 (1) (2) Upgrades From: None Upgrades To: None Abilities: Ranged Attack Animation Turn To Attack AI Strategies: Naval Power Orders: Bombard ******************************************************************************* GALLEON Prerequisite: Magnetism Resources: None Class: Sea Cost: 60 shields Attack/Defense/Movement: 1/2/4 Bombard: NA Transport: 4 units Upgrades From: Caravel Upgrades To: Transport Abilities: Ranged Attack Animation Turn To Attack AI Strategies: Naval Power Orders: Unload Upgrade Unit ******************************************************************************* GALLEY Prerequisite: Map Making Resources: None Class: Sea Cost: 30 shields Attack/Defense/Movement: 1/1/3 Bombard: NA Transport: 2 units Upgrades From: None Upgrades To: Caravel Abilities: Sink In Sea Sink In Ocean Ranged Attack Animation Turn To Attack AI Strategies: Naval Transport Orders: Unload Upgrade Unit ******************************************************************************* HELICOPTER Prerequisite: Advanced Flight Resources: Oil; Rubber Class: Air Cost: 80 shields Attack/Defense/Movement: 0/2/4 Bombard: NA Transport: 1 unit Upgrades From: None Upgrades To: None Abilities: Immobile Carry Foot Units Only AI Strategies: Air Transport Orders: Unload Airdrop Recon Re-Base ******************************************************************************* HORSEMAN Prerequisite: Horseback Riding Resources: Horses Class: Land Cost: 30 shields Attack/Defense/Movement: 2/1/2 Bombard: NA Upgrades From: Chariot Upgrades To: Knight Abilities: Mounted AI Strategies: Offense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* ICBM Prerequisite: Satellites Resources: Aluminum; Uranium Class: Land Cost: 600 shields Attack/Defense/Movement: 0/0/1 Bombard: NA Upgrades From: None Upgrades To: None Abilities: Immobile Nuclear Weapon ICBM AI Strategies: ICBM Orders: Bombard ******************************************************************************* INFANTRY Prerequisite: Replaceable Parts Resources: Rubber Class: Land Cost: 90 shields Attack/Defense/Movement: 6/10/1 Bombard: NA Upgrades From: Rifleman Upgrades To: Mech Infantry Abilities: Foot Soldier Draft Ranged Attack Animation AI Strategies: Defense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* IRONCLAD Prerequisite: Steam Power Resources: Iron; Coal Class: Sea Cost: 80 shields Attack/Defense/Movement: 4/4/4 Bombard: 4 (1) (2) Upgrades From: None Upgrades To: None Abilities: Ranged Attack Animation AI Strategies: Naval Power Orders: Bombard ******************************************************************************* JET FIGHTER Prerequisite: Rocketry Resources: Oil; Aluminum Class: Air Cost: 100 shields Attack/Defense/Movement: 8/4/6 Bombard: 2 (0) (1) Upgrades From: Fighter Upgrades To: None Abilities: Immobile AI Strategies: Air Defense Orders: Load Bombing Recon Interception Re-Base ******************************************************************************* KNIGHT Prerequisite: Chivalry Resources: Horses; Iron Class: Land Cost: 70 shields Attack/Defense/Movement: 4/3/2 Bombard: NA Upgrades From: Horseman Upgrades To: Cavalry Abilities: Mounted AI Strategies: Offense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* LEADER Prerequisite: None Resources: None Class: Land Cost: NA Attack/Defense/Movement: 0/0/3 Bombard: NA Upgrades From: None Upgrades To: None Abilities: Leader AI Strategies: Leader Orders: Load Build Army Finish Improvements ******************************************************************************* LONGBOWMAN Prerequisite: Invention Resources: None Class: Land Cost: 40 shields Attack/Defense/Movement: 4/1/1 Bombard: NA Upgrades From: Archer Upgrades To: None Abilities: Foot Soldier Ranged Attack Animation AI Strategies: Offense Orders: Load Airlift Pillage ******************************************************************************* MARINE Prerequisite: Amphibious War Resources: Rubber Class: Land Cost: 100 shields Attack/Defense/Movement: 8/6/1 Bombard: NA Upgrades From: None Upgrades To: None Abilities: Foot Soldier Amphibious Unit Ranged Attack Animation AI Strategies: Offense Orders: Load Airlift Pillage ******************************************************************************* MECH INFANTRY Prerequisite: Computers Resources: Oil; Rubber Class: Land Cost: 110 shields Attack/Defense/Movement: 12/18/2 Bombard: NA Upgrades From: Infantry Upgrades To: None Abilities: Draft Ranged Attack Animation AI Strategies: Defense Orders: Load Airlift Pillage ******************************************************************************* MODERN ARMOR Prerequisite: Synthetic Fibers Resources: Oil; Rubber; Aluminum Class: Land Cost: 120 shields Attack/Defense/Movement: 24/16/3 Bombard: NA Upgrades From: Tank Upgrades To: None Abilities: Blitz Ranged Attack Animation AI Strategies: Offense Orders: Load Airlift Pillage ******************************************************************************* MUSKETMAN Prerequisite: Gunpowder Resources: Saltpeter Class: Land Cost: 60 shields Attack/Defense/Movement: 2/4/1 Bombard: NA Upgrades From: Pikeman Upgrades To: Rifleman Abilities: Foot Soldier Draft Ranged Attack Animation AI Strategies: Defense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* NUCLEAR SUBMARINE Prerequisite: Fission Resources: Uranium Class: Sea Cost: 120 shields Attack/Defense/Movement: 6/4/3 Bombard: NA Transport: 1 unit Upgrades From: None Upgrades To: None Abilities: Submarine Can See Submarines Can Carry Tactical Missiles Ranged Attack Animation AI Strategies: Naval Missile Transport Orders: Unload ******************************************************************************* PARATROOPER Prerequisite: Advanced Flight Resources: Oil; Rubber Class: Land Cost: 100 shields Attack/Defense/Movement: 6/8/1 (operational range=4) Bombard: NA Upgrades From: None Upgrades To: None Abilities: Foot Soldier Ranged Attack Animation AI Strategies: Offense Orders: Load Airlift Pillage Airdrop ******************************************************************************* PIKEMAN Prerequisite: Feudalism Resources: Iron Class: Land Cost: 30 shields Attack/Defense/Movement: 1/3/1 Bombard: NA Upgrades From: Spearman Upgrades To: Musketman Abilities: Foot Soldier Draft AI Strategies: Defense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* RADAR ARTILLERY Prerequisite: Robotics Resources: Aluminum Class: Land Cost: 120 shields Attack/Defense/Movement: 0/0/1 Bombard: 16 (2) (2) Upgrades From: Artillery Upgrades To: None Abilities: Radar Turn To Attack AI Strategies: Artillery Orders: Load Bombard The radar artillery is a nice unit, but it kind of "misses the boat" as far as far as the Age of Artillery goes. These bombard only units became useful around the time of the Cannon and Artillery, but by this time have been eclipsed by air bombard units such as the Bomber and the two Stealth planes. Radar Artillery does edge these units in terms of Bombard power by a good bit, but it's usually cheaper and easier to use air power and, if you can afford those one-time costs, the extremely powerful Cruise Missiles. Even better, it goes without saying that Battleships will do for coastal cities. Still, if there is a situation in which you cannot use these units, go for Radar Artillery. As always, use the Firepower Credo: Artillery should be stacked and concentrated for maximum effectiveness, and should always be protected by defensive units, in this case Mech Infantry. ******************************************************************************* RIFLEMAN Prerequisite: Nationalism Resources: None Class: Land Cost: 80 shields Attack/Defense/Movement: 4/6/1 Bombard: NA Upgrades From: Musketman Upgrades To: Infantry Abilities: Foot Soldier Draft Ranged Attack Animation AI Strategies: Defense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* SCOUT (Available to Expansionist Civs only) Prerequisite: None Resources: None Class: Land Cost: 10 shields Attack/Defense/Movement: 0/0/2 Bombard: NA Upgrades From: None Upgrades To: Explorer Abilities: None AI Strategies: Explore Orders: Load Pillage Upgrade Unit The Scout is available to the following Civs only: Russia, America, Zululand, the Iroquois, and England. All five of these civs recieve a free Scout at the start of the game. ******************************************************************************* SETTLER Prerequisite: None Resources: None Class: Land Cost: 30 shields; 2 population Attack/Defense/Movement: 0/0/1 Bombard: NA Upgrades From: None Upgrades To: None Abilities: None AI Strategies: Settle Orders: Load Build City Join City ******************************************************************************* SPEARMAN Prerequisite: Bronze Working Resources: None Class: Land Cost: 20 shields Attack/Defense/Movement: 1/2/1 Bombard: NA Upgrades From: None Upgrades To: Pikemen Abilities: Foot Soldier Draft AI Strategies: Defense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* STEALTH BOMBER Prerequisite: Stealth Resources: Oil; Aluminum Class: Air Cost: 240 shields Attack/Defense/Movement: 0/0/8 Bombard: 8 (0) (3) Upgrades From: None Upgrades To: None Abilities: Immobile Stealth AI Strategies: Air Bombard Orders: Load Bombing Re-Base Precision Bombing ******************************************************************************* STEALTH FIGHTER Prerequisite: Stealth Resources: Oil; Aluminum Class: Air Cost: 120 shields Attack/Defense/Movement: 0/0/6 Bombard: 4 (0) (2) Upgrades From: None Upgrades To: None Abilities: Immobile Stealth AI Strategies: Air Bombard Orders: Load Bombing Recon Re-Base Precision Bombing ******************************************************************************* SUBMARINE Prerequisite: Mass Production Resources: Oil Class: Sea Cost: 100 shields Attack/Defense/Movement: 6/4/3 Bombard: NA Upgrades From: None Upgrades To: None Abilities: Submarine Can See Submarines Ranged Attack Animation AI Strategies: Naval Power Orders: None ******************************************************************************* SWORDSMAN Prerequisite: Iron Working Resources: Iron Class: Land Cost: 30 shields Attack/Defense/Movement: 3/2/1 Bombard: NA Upgrades From: Warrior Upgrades To: None Abilities: Foot Soldier AI Strategies: Offense Orders: Load Airlift Pillage ******************************************************************************* TACTICAL NUKE Prerequisite: Space Flight Resources: Aluminum; Uranium Class: Land Cost: 300 shields Attack/Defense/Movement: 0/0/1 Bombard: 0 (6) (0) Upgrades From: None Upgrades To: None Abilities: Nuclear Weapon Tactical Missile AI Strategies: Tactical Nuke Orders: Airlift Bombard ******************************************************************************* TANK Prerequisite: Motorized Transportation Resources: Oil; Rubber Class: Land Cost: 100 shields Attack/Defense/Movement: 16/8/2 Bombard: NA Upgrades From: None Upgrades To: Modern Armor Abilities: Blitz Ranged Attack Animation AI Strategies: Offense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* TRANSPORT Prerequisite: Combustion Resources: Oil Class: Sea Cost: 100 shields Attack/Defense/Movement: 1/4/5 Bombard: NA Transport: 8 units Upgrades From: Galleon Upgrades To: None Abilities: Ranged Attack Animation AI Strategies: Naval Transport Orders: Unload ******************************************************************************* WARRIOR Prerequisite: None Resources: None Class: Land Cost: 10 shields Attack/Defense/Movement: 1/1/1 Bombard: NA Upgrades From: None Upgrades To: Swordsman Abilities: Foot Soldier AI Strategies: Offense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* WORKER Prerequisite: None Resources: None Class: Land Cost: 10 shields; 1 population Attack/Defense/Movement: 0/0/1 Bombard: NA Upgrades From: None Upgrades To: None Abilities: None AI Strategies: Terraform Orders: Build Colony Build Road Build Railroad Build Fort Build Mine Irrigate Clear Forest Clear Jungle Plant Forest Clear Pollution Automate Join City ******************************************************************************* F-15 FIGHTER (Americans) Replaces: Jet Fighter Prerequisite: Rocketry Resources: Oil; Aluminum Class: Air Cost: 100 shields Attack/Defense/Movement: 8/4/6 Bombard: 4 (0) (2) Upgrades From: None Upgrades To: None Abilities: Immobile Starts Golden Age AI Strategies: Air Defense Orders: Load Bombing Recon Interception Re-Base Precision Bombing ******************************************************************************* JAGUAR WARRIOR (Aztecs) Replaces: Warrior Prerequisite: None Resources: None Class: Land Cost: 10 shields Attack/Defense/Movement: 1/1/2 Bombard: NA Upgrades From: None Upgrades To: Swordsman Abilities: Foot Soldier Starts Golden Age AI Strategies: Offense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* BOWMAN (Babylonians) Replaces: Archer Prerequisite: Warrior Code Resources: None Class: Land Cost: 20 shields Attack/Defense/Movement: 2/2/1 Bombard: NA Upgrades From: None Upgrades To: Longbowman Abilities: Foot Soldier Starts Golden Age Ranged Attack Animation AI Strategies: Offense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* RIDER (Chinese) Replaces: Knight Prerequisite: Chivalry Resources: Horses; Iron Class: Land Cost: 70 shields Attack/Defense/Movement: 4/3/3 Bombard: NA Upgrades From: None Upgrades To: Cavalry Abilities: Mounted Starts Golden Age AI Strategies: Offense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* WAR CHARIOT (Egyptians) Replaces: Chariot Prerequisite: The Wheel Resources: Horses Class: Land Cost: 20 shields Attack/Defense/Movement: 2/1/2 Bombard: NA Upgrades From: None Upgrades To: Knight Abilities: Wheeled Starts Golden Age Ranged Attack Animation AI Strategies: Offense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* MAN O WAR (English) Replaces: Frigate Prerequisite: Magnetism Resources: Iron; Saltpeter Class: Sea Cost: 60 shields Attack/Defense/Movement: 3/2/4 Bombard: 3 (1) (2) Upgrades From: None Upgrades To: None Abilities: Starts Golden Age Ranged Attack Animation Turn To Attack AI Strategies: Naval Power Orders: Bombard ******************************************************************************* MUSKETEER (French) Replaces: Musketman Prerequisite: Gunpowder Resources: Saltpeter Class: Land Cost: 60 shields Attack/Defense/Movement: 3/4/1 Bombard: NA Upgrades From: None Upgrades To: Rifleman Abilities: Foot Soldier Starts Golden Age Ranged Attack Animation AI Strategies: Defense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* PANZER (Germans) Replaces: Tank Prerequisite: Motorized Transportation Resources: Oil; Rubber Class: Land Cost: 100 shields Attack/Defense/Movement: 16/8/3 Bombard: NA Upgrades From: None Upgrades To: Modern Armor Abilities: Blitz Starts Golden Age Ranged Attack Animation AI Strategies: Offense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* HOPLITE (Greeks) Replaces: Spearman Prerequisite: Bronze Working Resources: None Class: Land Cost: 20 shields Attack/Defense/Movement: 1/3/1 Bombard: NA Upgrades From: None Upgrades To: Musketman Abilities: Foot Soldier Starts Golden Age AI Strategies: Defense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* WAR ELEPHANT (Indians) Replaces: Knight Prerequisite: Chivalry Resources: None Class: Land Cost: 70 shields Attack/Defense/Movement: 4/3/2 Bombard: NA Upgrades From: None Upgrades To: Cavalry Abilities: Mounted Starts Golden Age AI Strategies: Offense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* MOUNTED WARRIOR (Iroquois) Replaces: Horseman Prerequisite: Horseback Riding Resources: Horses Class: Land Cost: 30 shields Attack/Defense/Movement: 3/1/2 Bombard: NA Upgrades From: None Upgrades To: Knight Abilities: Mounted Starts Golden Age Ranged Attack Animation AI Strategies: Offense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* SAMURAI (Japanese) Replaces: Knight Prerequisite: Chivalry Resources: Iron Class: Land Cost: 70 shields Attack/Defense/Movement: 4/4/2 Bombard: NA Upgrades From: None Upgrades To: Cavalry Abilities: Foot Soldier Starts Golden Age AI Strategies: Offense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* IMMORTALS (Persians) Replaces: Swordsman Prerequisite: Iron Working Resources: Iron Class: Land Cost: 30 shields Attack/Defense/Movement: 4/2/1 Bombard: NA Upgrades From: None Upgrades To: None Abilities: Foot Soldier Starts Golden Age AI Strategies: Offense Orders: Load Airlift Pillage Immortals are a very solid elite unit. On the negative side, they cannot be upgraded to anything, so it can be wasteful to build a lot of them. However, they do come at a time which is very advantageous for a Golden Age: you are just starting to get a big empire, and the Golden Age can help establish your infantry, but it also comes in a period of likely warfare, and the extra production can be used effectively to fight an expansionist war. The Immortals have the highest attack of any unit in the age, and are the only unit to hold an edge over a Spearman fortified inside Walls, with a 4 attack to the fortified Spearman's 3.5 defense. This makes it a good unit for expanding your empire. ******************************************************************************* LEGIONARY (Romans) Replaces: Swordsman Prerequisite: Iron Working Resources: Iron Class: Land Cost: 30 shields Attack/Defense/Movement: 3/3/1 Bombard: NA Upgrades From: None Upgrades To: None Abilities: Foot Soldier Starts Golden Age AI Strategies: Offense Orders: Load Airlift Pillage Legionary is a fun and versatile little unit that really lets Rome kick some ass in the Ancient Times. Especially on small and standard maps. The 3/3 combination is the first unit that can double on defense and attack, but its one movement does limit it. The late Ancient-early Middle Golden Age is also decent. It is admittedly tough to mobilize these little fellas for war, but a warmonger Roman player is probably just sending them out and attacking everything in sight. The only negative is that there is no upgrade capability. ******************************************************************************* COSSACK (Russians) Replaces: Cavalry Prerequisite: Military Tradition Resources: Horses; Saltpeter Class: Land Cost: 80 shields Attack/Defense/Movement: 6/4/3 Bombard: NA Upgrades From: None Upgrades To: None Abilities: Mounted Starts Golden Age Ranged Attack Animation AI Strategies: Offense Orders: Load Airlift Pillage The Cossack is easily the weakest unique unit. It really has no good qualities. First, extra defense in a fast attack unit is a waste. How often are your Cavalry units going to be defending when they have the movement potential to advance, attack, and retreat all in the same turn. An extra point of power or movement would have been much better. Second, because the Cossack breaks an upgrade path, you will need to build them all from the ground up, while your opponents are merely upgrading their healthy stocks of knights. The fact that this unit is obtained via a non-essential advance is another bad point-it will delay your advancement to the next age and delay your discovery of the vital advancements Sanitation and Nationalism. The Cossack is perhaps the only unique unit that actually WEAKENS its nation during its period of influence. ******************************************************************************* IMPI (Zulus) Replaces: Spearman Prerequisite: Bronze Working Resources: None Class: Land Cost: 20 shields Attack/Defense/Movement: 1/2/2 Bombard: NA Upgrades From: None Upgrades To: Musketman Abilities: Foot Soldier Starts Golden Age AI Strategies: Defense Orders: Load Airlift Pillage Upgrade Unit ******************************************************************************* ******************************************************************************* ******************************************************************************* UPGRADE TREES ******************************************************************************* Units upgrading is a great ability in Civ III, which can allow you to keep your military in tip-top modern condition, and prevent obsolesence. A unit must be in a city with a Barracks to upgrade. The best string of upgrades is by far the defensive string connecting Spearman to Mech Infantry, which can keep your city defenders up with the times. Unique units are not included in the charts. Scout-->Explorer Catapult-->Cannon-->Artillery-->Radar Artilley Galley-->Caravel-->Galleon-->Transport Spearmen-->Pikemen-->Musketman-->Rifleman-->Infantry-->Mech Infantry Tank-->Modern Armor Chariot-->Horseman-->Knight-->Cavalry ******************************************************************************* ******************************************************************************* MODIFYING UNITS USING THE CIV 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 "Units." 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 Unit, including its civilization Entry. You can have quite a bit of fun messing with the AI strategy, for instance tell the comp to put its Workers as an offensive land unit. ******************************************************************************* ******************************************************************************* 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 Units Guide" Last Update: 20.6.2002 Version: 1.0 RAGNAROK757