games-pc sid meier s-civilization iii-gold edition User Manual

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Flanking I
Shock
Ambush
Combat IV
Formation
Charge
Amphibious
Blitz
Medic II
Medic I
March
Combat V
Commando
Sentry
Pinch
Cover
Navigation I
Navigation II
Combat II
Combat III
Flanking II
Mobility
City Raider I
Accuracy
City Raider II
City Raider III
Barrage I
Barrage II
Barrage III
City Garrison I
City Garrison II
City Garrison III
Drill I
Drill II
Guerilla I
Guerilla II
Woodsman I
Woodsman II
Drill III
Drill IV
Combat I
NOT
/
ONLY
available to
recon
melee
gunpowder
archer
mounted
armor
helicopter
siege
naval
+10% withdrawal
+20% withdrawal, immune to first strikes
-1 terrain movement costs
+1 movement
+1 movement
+25% vs. melee
+25% vs. guns
+25% vs.archers
+25% vs. armor
+25% vs. mounted
+25% vs. siege
no combat penalties for attacking
across river or from sea
heal +10% (adjacent tile)
heal +10% (same tile)
recover health while moving
multiple attacks per turn
+10% strength
+10% strength
+10% strength
+10% strength,
recover +10%
health in neutral
+10% strength,
recover +10% health in enemy lands
+1 first strike chance
+20% city defense
+20% collateral
+20% hills defense
+20% forest defense
+20% jungle defense
+2 first strike chances
+25% city defense
+30% collateral
+10% vs. melee
+2 extra first strike
+30% city defense
+10% vs. melee
+50% collateral
+10% vs. guns
+25% vs. cities
+20% vs. cities
+30% vs. cities
+10% vs. guns
+30% hills defense double 
movement in hills
+30% forest defense
+30% jungle defense
double movement in forest
double movement in jungle
+1 visibility range
use enemy roads
+2 extra first strike
+10% vs mounted
+10% cities bombard damage
Civic Name
Upkeep Cost
Required Technology
Effect One
Effect Two
Government
Despotism
Low
None
None
None
Hereditary Rule
Medium
Monarchy
+1 happy per military 
None
unit stationed in city
Representation
Low
Constitution
+3 beakers per specialist
+3 happy in 5 largest cities
Police State
High
Fascism
+25% military unit production
-50% war weariness
Universal Suffrage
Medium
Democracy
+1 hammer from town
Can spend gold to finish production in a city
Legal
Barbarism
Low
None
None
None
Vassalage
High
Feudalism
New units receive +2 experience points
Lower unit support costs
Bureaucracy
Medium
Civil Service
+50% hammers, +50% gold in capital
None
Nationhood
Low
Nationalism
Can draft 3 units per turn
+2 happy per Barracks
Free Speech
None
Liberalism
+2 gold from town
+100% culture in all cities
Labor
Tribalism
Low
None
None
None
Slavery
Low
Bronze Working
Can sacrifice population 
None
to finish production in a city
Serfdom
Low
Feudalism
Workers build improvements +50% faster
None
Caste System
Medium
Code of Laws
Unlimited Artists, Scientist, Merchant
None
Civic Name
Upkeep Cost
Required Technology
Effect One
Effect Two
Labor
Emancipation
None
Democracy
+100% growth for cottage,
Unhappiness penalty for 
hamlet, village
civs without Emancipation
Economy
Decentralization
Low
None
None
None
Mercantilism
Medium
Banking
+1 free specialist per city
No foreign trade routes
Free Market
Low
Economics
+1 trade routes per city
None
State Property
None
Communism
No maintenance costs 
+1 food from workshop, watermill
from distance to palace
Environmentalism
High
Ecology
+5 health in all cities
+1 happy from jungle, forest
Religion
Paganism
Low
None
None
None
Organized Religion
High
Monotheism
Can build missionaries without monastery
Cities with state religion construct 
buildings +25% faster
Theocracy
Medium
Theology
+2 experience points in cities
No non-state religion spread
with state religion
Pacifism
None
Philosophy
+100% great person birth rate 
+1 gold support cost 
in cities with state religion
per military unit
Free Religion
Low
Liberalism
No state religion, 
+10% research in all cities
+1 happy per religion in a city
Improvements/
Requires
Food
Production
Commerce
Comments
Resources
Camp
Hunting
+0
+0
+0
Deer
+1, +2 with Camp
0
0
+1 health
Fur
0
0
+1, +3 with Camp
+1 happy
Ivory
0
+1, +1 with Camp
+1 with Camp
+1 happy
Cottage
Pottery
0
0
+1g
Becomes a Hamlet in 10 turns
Hamlet
Pottery
0
0
+2g
Becomes a Village in 20 turns
Village
Pottery
0
0
+3, +1 with Printing Press
Becomes a Town in 40 turns
Town
Pottery
0
+1 with Universal Suffrage
+4, +1 with Printing Press,
+2 with Free Speech
Farm
Agriculture
+1, +1 with Biology
0
0
Carries irrigation (with Civil Service)
Corn
+1, +2 with Farm
0
0
+1 health
Rice
+1, +1 with Farm
0
0
+1 health
Wheat
+1, +2 with Farm
0
0
+1 health
Fishing Boats
Fishing
0
0
0
Clam
+1, +2 with Fishing Boats
0
0
+1 health
Crab
+1, +2 with Fishing Boats
0
0
+1 health
Fish
+1, +3 with Fishing Boats
0
0
+1 health
Fort
Mathematics
0
0
0
+25% defense
Hit Movies
Hollywood
0
0
0
+1 happy
Hit Musicals
Broadway
0
0
0
+1 happy
Hit Singles
Rock N Roll
0
0
0
+1 happy
Lumbermill
Replaceable Parts
0
+1
+1 next to river
Mine
Mining
0
+2
0
Small chance to discover metals
Aluminum
Industrialism
0
+1, +3 with Mine
+1 with Mine
Coal
Steam Power
0
+1, +3 with Mine
0
Copper
Bronze Working
0
+1, +3 with Mine
0
Iron
Iron Working
0
+1, +3 with Mine
0
Uranium
Physics
0
0
+3 with Mine
Gems
0
+1 with Mine
+1, +5 with Mine
+1 happy
Improvements/
Requires
Food
Production
Commerce
Comments
Resources
Gold
0
+1 with mine
+1, +6 with mine
+1 happy
Silver
0
+1 with mine
+1, +4 with mine
+1 happy
Offshore Platform
Plastics
0
0
0
Oil
Scientific Method
0
+1, +2 with offshore platform
+1 with offshore platform
Pasture
Animal Husbandry
0
0
0
Horse
0
+1, +2 with pasture
+1 with pasture
Cow
+1, +1 with pasture
+2 with pasture
0
+1 health
Pig
+1, +3 with pasture
0
0
+1 health
Sheep
+1, +2 with pasture
0
+1 with pasture
+1 health
Plantation
Calendar
0
0
0
Banana
+1, +2 with plantation
0
0
+1 health
Dye
0
0
+1, +4 with plantation
+1 happy
Incense
0
0
+1, +5 with plantation
+1 happy
Silk
0
0
+1, +3 with plantation
+1 happy
Spices
+1 with plantation
0
+1, +2 with plantation
+1 happy
Sugar
+1, +1 with plantation
0
+1 with plantation
+1 happy
Quarry
Masonry
0
0
0
Marble
0
+1, +1 with quarry
+2 with quarry
Stone
0
+1, +2 with quarry
0
Watermill
Machinery
+1 with State Property
+1, +1 with Replaceable Parts
+2 with Electricity
Well
Combustion
0
0
0
Oil
Scientific Method
0
+1, +2 with well
+1 with well
Whaling Boats
Optics
0
0
0
Whale
+1
+1 with whaling boats
+2 with whaling boats
+1 happy
Windmill
Machinery
+1
+1 with Replaceable Parts
+1, +1 with Electricity
Winery
Monarchy
0
0
0
Wines
+1 with winery
0
+1, +2 with winery
+1 happy
Workshop
Metal Casting
-1, +1 food with State Property
+1, +1 with Guilds,
0
+1 with Replaceable Parts
IV
Civilization
Promotions in 
Promotion Name
Required Promotions
Available to
Effect
Accuracy
City Raider I or Barrage I
Siege
+10% city bombard damage
Ambush
Combat II
Siege, Gunpowder,
+25% vs. armored units
Armored, Helicopter
Amphibious
Combat II
Recon, Mounted, Archery,
No combat penalty for attacking 
Melee, Siege, Gunpowder
from sea or across river
Barrage I
None
Siege, Armored
+20% collateral damage
Barrage II
Barrage I
Siege, Armored
+30% collateral damage,
+10% vs. melee units
Barrage III
Barrage II
Siege, Armored
+50% collateral damage,
+10% vs. gunpowder units
Blitz
Combat III
Mounted, Armored, Helicopter
Can attack multiple times per turn
Charge
Combat II
Mounted, Melee, Armored, Helicopter
+25% vs. siege weapons
City Garrison I
None
Archery, Gunpowder
+20% city defense
City Garrison II
City Garrison I
Archery, Gunpowder
+25% city defense
City Garrison III
City Garrison II
Archery, Gunpowder
+30% city defense,
+10% vs. melee units
City Raider I
None
Melee, Siege, Armored
+20% city attack
City Raider II
City Raider I
Melee, Siege, Armored
+25% city attack
City Raider III
City Raider II
Melee, Siege, Armored
+30% city attack,
+10% vs. gunpowder units
Combat I
None
All
+10% strength
Promotion Name
Required Promotions
Available to
Effect
Combat II
Combat I
All
+10% strength
Combat III
Combat II
All
+10% strength
Combat IV
Combat III
All
+10% strength, heals extra 10% damage 
per turn in neutral lands
Combat V
Combat IV
All
+10% strength, heals extra 10% damage 
per turn in enemy lands
Commando
Combat IV
Recon, Archery, Mounted,
Can use enemy roads
Melee, Gunpowder, Armored
Cover
Combat I
Archery, Melee, Gunpowder
+25% vs. archery units
Drill I
None
Archery, Siege, Armored,
1 extra first strike chance
Helicopter, Naval
Drill II
Drill I
Archery, Siege, Armored,
1 extra first strike
Helicopter, Naval
Drill III
Drill II
Archery, Siege, Armored,
+2 first strike chances
Helicopter, Naval
Drill IV
Drill III
Archery, Siege, Armored,
+2 first strikes,
Helicopter, Naval
+10% vs. mounted units
Flanking I
None
Mounted, Armored,
+10% withdraw chance
Helicopter, Naval
Flanking II
Flanking I
Mounted, Armored,
+20% withdraw chance; 
Helicopter, Naval
Immune to First Strike
Formation
Combat II
Archery, Mounted,
+25% vs. mounted units
Melee, Gunpowder
Promotion Name
Required Promotions
Available to
Effect
Guerilla I
None
Recon, Archery, Gunpowder
+20% hills defense
Guerilla II
Guerilla I
Recon, Archery, Gunpowder
+30% hills defense,
double movement in hills
March
Combat III or Medic I
Recon, Archery, Mounted,
Can heal while moving
Melee, Siege, Gunpowder
Medic I
Combat I
All except Armored and Helicopter
Heals units in the same tile 
extra 10% damage per turn
Medic II
Medic I
All except Armored and Helicopter
Heals units in adjacent tiles 
extra 10% damage per turn
Mobility
Flanking II
Mounted, Armored
-1 terrain movement cost
Navigation I
Flanking I
Naval
+1 movement range
Navigation II
Navigation I
Naval
+1 movement range
Pinch
Combat I
Mounted, Gunpowder, Armored, Helicopter
+25% vs. gunpowder units
Sentry
Combat III or Flanking I
Recon, Mounted, Helicopter, Naval
+1 visibility range
Shock
Combat I
Archery, Mounted, Melee, Siege
+25% vs. melee units
Woodsman I
None
Recon, Melee, Gunpowder
+20% jungle defense,
+20% forest defense
Woodsman II
Woodsman I
Recon, Melee, Gunpowder
+30% jungle defense,
+30% forest defense,
double movement in jungle and forest
Civilization 4 Poster_Back.qxp  9/20/05  11:37 AM  Page 1