Civilization III
FAQ Information
Version History
Introduction
Gameface
Civilization for Beginners
What's New in Civ3?
Starting Off
Managing Your Nation
Managing Surrounding Terrain
Communicating With Civs
Culture
Waging War & Battle
Routes To Victory
Frequently Asked Questions
Strategies
Civilizations
Units
City Improvements
Technological Advances
Wonders of the World
Governments
Credits
Copyright Information
More War & Battle Tips
  
  
As part of Civ3's system of granting a personality to each nation, they have included a system to introduce one of six characteristics. Those are: Expansionist, Scientific, Religious, Industrial, Commercial and Militaristic. Each civilizations has a combination of two of these attributes. Also, to further the character of each nation, they also have varying rates of aggression. For example, the Aztecs will become aggressive quicker than the Indians would.

Expansionist:

This means that your civilization's instincts are to expand and cover a larger area than is current. An example of an expansive nation would be England. An expansionist civilization receives Pottery as a free technological advance. In addition to this, your civ will also gain better prizes for raiding Barbarian villages and it will begin the game with a free scout.

Commercial:

Commercial civilizations dwell upon making money and increasing profit. It will allow you Alphabet as a free technology. They will also gain extra commerce in your city centre and lower corruption. An example of a commercial civilization is India.

Militaristic:

Militaristic civilizations, as you might expect, prefer military action to diplomatic discussion. There are two free technological advances to choose from though - The Wheel or Warrior Code. Also, military city improvement costs are decreased and your units are more likely to receive promotions. An example of a militaristic nation would be Rome.

Industrious:

Industrious civilizations prefer to produce and build their civilization's cities. The free technology granted is Masonry. IN addition, your nation's workers work faster on terrain and extra shields are produced in the city centre. An example would be America.

Religious:

Religious nations have religion as an extremely important part of their lives. This can lead to advantage in civilization. Religious countries begin the game with Ceremonial Burial. Also, production costs are decreased for religious city improvements such as temples and there is no period of Anarchy during which you change governments. An example of a Religious civilization would be the Aztecs.

Scientific:

Science plays and important part of a nation's development. Your civilization will need to embrace with technology in order to become stronger and the most lethal nation. Scientific civilizations place a large emphasis on this. They take Bronze Working as the free technological advance, while at the beginning of each era, they also take a free random technology. Scientific city improvements are also reduced in cost. An example of a Scientific civ would be Greece.

Americans

Leader: Lincoln Capital: Washington Characteristics: Expansionist, Industrious Unique Unit: F-15 Fighter Replaces: Jet Fighter

Aztecs

Leader: Montezuma Capital: Tenochtitlan Characteristics: Militaristic, Religious Unique Unit: Jaguar Warrior Replaces: Warrior

Babylonians

Leader: Hammurabi Capital: Babylon Characteristics: Scientific, Religious Unique Unit: Bowman Replaces: Archer

Chinese

Leader: Mao Tse-Tung Capital: Beijing Characteristics: Militaristic, Industrious Unique Unit: Rider Replaces: Knight

Egyptians

Leader: Cleopatra Capital: Thebes Characteristics: Religious, Industrious Unique Unit: War Chariot Replaces: Chariot

English

Leader: Elizabeth I Capital: London Characteristics: Commercial, Expansion Unique Unit: Man-o-War Replaces: Frigate

Germans

Leader: Bismark Capital: Berlin Characteristics: Militaristic, Scientific Unique Unit: Panzer Tank Replaces: Tank

Greeks

Leader: Alexander Capital: Athens Characteristics: Commercial, Scientific Unique Unit: Hoplite Replaces: Spearman

Indians

Leader: Gandhi Capital: New Delphi Characteristics: Commercial, Religious Unique Unit: War Elephant Replaces: Knight

Iroquois

Leader: Hiawatha Capital: Salamanca Characteristics: Mounted Warrior Unique Unit: Horseman Replaces: Expansionist, Religion

Japanese

Leader: Tokugawa Capital: Tokyo Characteristics: Militaristic, Religious Unique Unit: Samurai Replaces: Knight

Persians

Leader: Xerxes Capital: Persepolis Characteristics: Industrious, Scientific Unique Unit: Immortals Replaces: Swordsman

Romans

Leader: Julius Caesar Capital: Rome Characteristics: Militaristic, Commercial Unique Unit: Legion Replaces: Swordsman

Russians

Leader: Catherine Capital: Moscow Characteristics: Cossack Unique Unit: Cavalry Replaces: Expansionist, Scientific

Zulus

Leader: Shaka Capital: Zimbabwe Characteristics: Militaristic, Expansionist Unique Unit: Impis Replaces: Warrior

    
Last Update: January 4, 2006 Contributors: TimmyTheRabidTurtle