Games PC SID MEIER S-CIVILIZATION III-CONQUESTS User Manual

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Civ III®: Conquests
Manual Front Cover for Windows
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Getting Started
This manual describes the new features and enhancements in Civilization®III:Conquests.It is not meant to teach you how to play Civilization III. The manual assumes that you are familiar with the basic gameplay and concepts of Civilization III.
If you are new to Civilization III, we recommend that you consult the Civilization III game manual for complete gameplay instructions and a step-by-step walkthrough of the basic game concepts.
The ReadMe File
The Civilization III:Conquests CD-ROM game has a ReadMe file where you can view both the License Agreement and updated information about the game.W e str ongly encourage you to take the time to read this file in order to get the benefit of changes made after this manual went to print.
To view the ReadMe file, click on the Star t button on your Windows®taskbar, then select Programs, then Atari, then Civilization III: Conquests and then click on View Conquests ReadMe.
Note:
Depending on your version of Civilization III, the
Civilization III: Conquests program group might be located
under Program Files/Infogrames Interactive rather than Program Files/Atari.
Table of Contents
Getting Started ....................................................3
Welcome to Civilization
®
III: Conquests.....................6
How to Play ........................................................7
The Conquests ...................................................14
New T ribes.........................................................18
New Governments ..............................................26
T ech T ree Changes ..............................................27
New Game Features............................................29
Cities.................................................................35
Worker Actions...................................................37
Units .................................................................39
Victory Conditions .............................................44
Multiplayer.........................................................47
Keyboard Shortcuts.............................................68
Unit Chart .........................................................69
Credits...............................................................70
Atari W eb Sites...................................................73
Technical Support...............................................73
End-User License Agreement...............................75
Index.................................................................78
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Note:
In order to play the expansion, Civilization III must be installed on your computer and the Civilization III:Conquestsdisc must be in your CD-ROM drive.
Installing DirectX
®
Civilization III: Conquests requires DirectX®9.0b or higher in order to run.If you do not hav e DirectX®9.0b or higher installed on your computer, click “Yes” to accept the DirectX®9.0b License Agreement.This will then launch DirectX®9.0b Install.
Saving and Loading
Saving and loading a single-player game in Civilization III: Conquests is identical to saving and loading a game in Civilization III.See page 21 of the Civilization III manual for more details.
Saving a multiplayer game is identical to saving a single-player game.
To load a multiplay er game ,you must first host a game (see page 53 of this manual),and then choose Load Game from the Game Mode drop-down menu.
Note:
If you load a multiplayer game from the Main Menu or fr om within a single-play er game,it will load and play as a single-player game.
System Requirements
Operating System: Windows®98/Me/2000/XP Processor: Pentium®II 400 MHz Memory: 128 MB RAM Hard Disk Space: 650 MB free (in addition to the 600 MB
required by Civilization III) CD-ROM Drive: 4X speed or Faster Video: Windows®98/Me/2000/XP-compatible
video card* Sound: Windows®98/Me/2000/XP-compatible
sound card* DirectX®: DirectX®version 9.0b (included) or higher Multiplayer: LAN or Internet connection required for
some multiplayer modes
Broadband connection recommended for
games with 5 or more players Microphone: Required for voice chat
* Indicates device should be compatible with DirectX®version 9.0b
or higher.
Installation
1.Start Windows®98/Me/2000/XP.
2.With Civilization III installed, insert the Civilization III:
Conquests CD-ROM game disc into your CD-ROM drive .
3.If AutoPlay is enabled,a title screen should appear .If AutoPla y
is not enabled,or the installation does not start automatically, click on the Start button on your Windows®taskbar,then on Run. Type D:\Setup and click on OK.
Note:
If your CD-R OM driv e is assigned to a letter other than D,substitute that letter.
4.Follow the on-screen instructions to finish installing
Civilization III:Conquests.
5.When installation is complete,double-click on the Civilization III:Conquests game icon to start the game.
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Feudalism and Fascism
government types, and rebalancing
of all gov ernments.
Civil Engineer and Policemen
city specialists and boosts to the effectiveness of Tax Collectors and Scientists.Don’ t forget to use them!
New W onders:
Statue of Zeus,Temple of Artemis,Mausoleum of Mausollos, Knights Templar and the Internet — not to mention the W onders designed specifically for the Conquests.
New City Impro vements:
Civil Defense,Commercial Docks,
and Stock Exchange.
New Victory Conditions:
Regicides,Elimination,Era-W onder, Coalition, Reverse Capture the Flag and adjustable Game Limits.
The Updated Editor
allows y ou to create y our own Conquests.
How to Play
1. Make sure that the Civilization III: Conquests disc (not your original Civilization III disc) is in your CD-ROM drive.
2.Double-click on the Civilization III: Conquests icon on your desktop or click on the Start button on your Windows®taskbar, then select Programs,then Atari,then Civilization III:Conquests and then Civ Conquests.
Most of the setup options in Conquests are the same as those in Civilization III. The following sections describe the differences between the original menus and those in the expansion.
Main Menu
Conquests
Click on this option to enter the Conquests Menu. There are three Introductory Conquests designed to familiarize you with ne w game­play elements in Civilization III: Conquests.The Introductory Con­quests appear first on the list and
We lc o me t o C IVILIZATION®III: CONQUESTS
Civilization III: Conquests includes the Civilization III: Play the World multiplayer expansion pack.The manual assumes that you
are installing over the original Civilization III game. Welcome to Sid Meier’s Civilization III: Conquests! As a ruler,
you will be challenged with redefining some of the most critical moments in human history.Pit your strategic wits against handcrafted and tailored Conquests to see if you can lead your tribe to g reatness.You will take the reins of power and decide whether or not Rome falls in a day, Amer ica is discovered by the Dutch or if Napoleon is destroyed immediately. These experiences and many more await you in Conquests!
What’s New?
Listed below are just some of the new features, changes, and additions that you will encounter when playing Civilization III: Conquests. Be sure to carefully read each Conquest’s Tech Tree and Civilopedia, because many of the game rules you are familiar with could be very different.
9 Conquests in history
, each with a new and unique Civ®III-style gaming experience.Be sure to carefully read the Tech Tree and Civilopedia, because many of the game rules you are familiar with could be v ery different.
15 new tribes
, each with its own unique unit, for a total
of 31 tribes.
The Epic Game
has been updated to take into account the vast number of design and gameplay additions that ha ve been made since Civilization III was released.
Multiplayer!
Challenge your friends in Internet, local area
network (LAN),Hot Seat,and Play by E-Mail games.
Seafaring and Agricultural Civ Traits
and a rebalancing of
all 31 tribes.
Demi-God and Sid difficulty levels
,along with
Adjustable
AI Aggressiveness.
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Preferences
The new Preferences screen has been reorganized so that the options are easier to find. All of the options remain the same as those in Civilization III, with the following exceptions:
Show Adv anced Unit Action Buttons:
You can now activ ate many of the unit actions available only through keyboard commands in Civilization III using on-screen Unit Action buttons. Select this option to display these advanced Unit Action buttons. (See “Mouse Controls for Advanced Unit Actions”on page 32 for details.)
Audio Preferences:
Audio Preferences,which wer e located on a separate screen in Civilization III,are now incorporated into the main Preferences screen.
Map Scroll Speed:
Select the speed at which the map scrolls (Fast,Normal or Slow).
Show Fe wer Multiplayer Popups:
This option disables most pop-ups when playing multipla y er .This helps ensure the pace of the game is not broken by having to accept actions such as Creating a City or Loading Units onto a Transport.
Do Not Auto-Select Units in Multiplayer:
Use this option to turn OFF automatic unit cycling.Instead use the Wait [W] hotkey to switch between units or just click on the unit you want to activ ate.
Multiplayer
This option allows you to host or join a multiplayer game.See page 47 for complete information on joining and setting up multiplayer games.
have a 0 at the start of their name.These feature new tribes, along with Locked Alliances,Rev erse Capture the Flag,new Tech Trees and more.We highly recommend that you play these first!
Listed below the Introductory Conquests are
9
fully featured Civ-style gameplay experiences that will push your skills to their limits. Each Conquest was specially crafted to provide a new and interesting Civilizationexperience.Please read the Civilopedia and Tech Tree information to become acquainted with the Conquest. You should ignore standard Civ III rules, unit settings and wonder effects for each Conquest, as we specially designed each to provide the maximum amount of gameplay and experience without limiting ourselves to the previous rules.
Clicking on a Conquest’s name will provide key information regarding the victory conditions,map,playab le tribes,and various other items to assist you in choosing the tribe you wish to play.
To start a Conquest,double-click its name or highlight its name and click on Load.
Civ-Content
Choose this option to play different v ariations of the Civilization game. Each has been designed to expand on the Civilization experience and to allow the player some customization with how the game is played. Variants also include playing specific parts of the game to hone your skills with the later Eras.
You can also access Fan-Created Content through this menu.
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Accelerated Production:
When this option is checked, the number of food,shields,and commerce generated by cities each turn is doubled.Accelerated production speeds up the game by increasing the rate of population growth and scientific r esearch and decreasing production time .
Elimination:
This is a new victory condition. (See “Victory
Conditions”on page 45.)
Regicide:
This is a new victory condition. (See “Victor y
Conditions”on page 45.)
Mass Regicide:
This is a new victory condition.(See “Victory
Conditions”on page 45.)
Victory Point Scoring:
This option allows y ou to score points by occupying designated Victory Point Locations, killing enemy units or barbarians, capturing enemy cities, building Wonders, researching or capturing princesses.
Capture the Princess:
This option enables a new capture-the-
flag game mode.
Allow Cultural Con v ersions:
When enabled,culturally weak cities adjacent to culturally strong ones might defect and join their culturally superior neighbor.Default is ON.
Reverse Capture the Flag:
This is not an option that can be selected. Certain Conquests and player-made scenarios will hav e this victory condition enabled.If it’s enab led y ou will see it highlighted. For example, the “Three Sisters Introductory Conquest”has this option enabled to allow you to return the artifact to the volcano.
Game Limits:
Click on this to be given the opportunity to customize your victory conditions to meet your needs.Turn # can be reduced and many limits (indicators that the game is ov er) can be adjusted in this men u.
Adjustable AI Aggressiveness:
Before starting the game, click how aggressive you want the AI players to be.Normal means that the AI acts based on the tribe’s default aggressiveness setting.
Choose Your World
Barbarians:
You now ha v e the option to pla y the game with­out the interference of those pesky Barbarians.To turn the Bar­barians OFF but leave goody huts, click on the Sedentary option.To turn OFF Barbarians and the goody huts,click on the No Barbarians option.
Player Setup
The Y our Civilization section of the Pla y er Setup screen contains fifteen new tribes. See “New Tribes” on page 18 for more information.
The Rules section of the Play er Setup screen includes a n umber of new options:
Culturally Linked Start Locations:
When this option is checked, all civilizations start the game grouped on the map according to their culture groups — American,Asian,European, Mediterranean, and Mid East. In other words, all American civilizations start the game close to one another,all of the Asian civilizations start the game close to one another,and so on.
Respawn AI Players:
When this option is checked,computer­controlled civilizations that ar e eliminated early in the game are “reborn”as new civilizations.If you don’ t want AI ci vilizations to reappear after you defeat them,un-check this option.
Preserve Random Seed:
When this option is checked, the state of the current game’ s random number generator is locked when you sa ve a game ,so that saving and loading hav e no effect on random events in the game .For example,right after you sav e your game, one of your units is attacked and destroyed by an enemy unit.You can reload your last save and allow the com­bat to occur again.If the Preserve Random Seed option is not checked,a new random number is generated when the game is reloaded,and the results of the combat might be different.If the Preserve Random Seed option is checked,the result of the combat is alwa ys the same because the original random num­ber that gov erned the combat is preserved in each save .
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Click the Next button in the Campaign Menu to launch your next uncompleted Conquest. Beat all of them and get your re ward!
Click on the O at the bottom right to continue on to the original Civilization III Hall of Fame. The civilization-specific sorting controls that were located around the outside of the screen are now available from text buttons at the top of the screen.In addition,you can now sort the scores by the column subject heading.
To re-sort the scores, click any column header. The scores will re-sort in ascending order based on the information in the column you select.Click on a column header again to change the sort order from ascending to descending order.
Editor
Civilization III:Conquests includes a full-featured editor that allows you to create new maps and edit existing maps. The editor also allows you to control and edit every aspect of the game neces­sary to design and create customized scenarios.
The editor is automatically installed when you install the game, and is located in the “Civ3Conquests” folder.To run the editor, navigate to the Civ3Conquests folder and double-click Civ3ConquestsEdit.exe.
The editor in Civilization III: Conquests is similar to the editor included with the orig inal game, but it includes many new features. For a list of these features and complete instructions on how to use the editor, see the Editor Help file.To run the Editor Help file, navigate to the Civ3Conquests folder and click the CIV3CONQUESTSEDIT help file. You can also access all of the help topics from the Help menu while running the editor.
Previewing and Loading Scenarios
Click on Civ Content in the Main Menu to access,preview,and manage Civilization III scenar ios. The Civ Content screen is divided into two r egions:
Scenario Files:
This scrolling menu lists all of the scenario files that are currently stored in your Civilization III and Civiliza- tion III:Conquests Scenario folders.
Scenario Preview:
This section shows the title and description of the selected scenario; the scenario version icon (whether it was created with Civilization IIIor Civilization III:Conquests); the number of players allowed; the Victory Conditions; and a notification of whether there are custom rules in effect.If the scenario uses a custom map, a preview image of the map is display ed.
To preview a scenario,click on the scenario name in the Scenario Files menu. To load a scenar io, click on the scenario name and then click on the O.
Civ Content provides you variations of the Civilization experiences to allow you to customize your gaming experience more to your liking.Some of the options include: Vanilla Civ3, Play the World, No Disasters, No Plague, No Unique Units,No Civ T raits,No Volcanos,and Locked Alliance.
Hall of Fame
The Hall of Fame Screen has changed.When you first enter this screen you will be shown your progress in the Conquests Cam­paign.Each Conquest is listed with the details of the game that you scored highest on.The difficulty level that you beat it on is also indicated. Once you win all of the Conquests you are awar ded with a victory video!
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Middle Ages
In 843, the great empire of Charlemagne is divided into three parts. The Christian leaders of these kingdoms of English, Franks,Germans and Burgundians
each have a holy relic that needs to be returned to Jerusalem (to earn 10,000 bonus Victory P oints). A fourth relic resides with Alfred the Great in his fledgling English nation to the north. Play as either one of these four Christian civilizations, one of four Viking powers, one of four Arab powers, or as the Byzantines. Who can r ule the greatest kingdom of the Middle Ages by the year 1453?
Mesoamerica
The Mesoamerican cultures of the Pre­Columbian era have captured the imagination of anthropologists and historians alike.From the industrious Inca and their imper ial road sys­tem,to the magnificent temples of Mayan Tikal,
and on into central Mexico where the mighty Aztecs paid blood homage to the god-king Quetzalcoatl,these cultures stood as a testament to the ingenuity and glory of ancient man. Can you, as either the Aztecs, the Maya,or the Inca, lead your people to victory, and forge an empire to withstand the coming of the Conquistadors?
Age of Discovery
Play as one of five European powers (England, France, Spain, Portugal or the real underdog ... the Dutch) as you explore the New World and Africa. Set up
plantations and mines in these new lands to exploit their wealth. Then bring these treasures back av oiding privateers to score Victory Points and add gold to your treasury.
The Conquests
Mesopotamia
Mesopotamia is the “cradle of civ­ilization” and was home to all seven of the “Great Wonders of the Ancient World.” The map stretches from the mountains of
Greece east to the hills of Persia and south to the Nile river.The game ends as soon as all seven great wonders have been built, or when a side amasses 5,500 Victory Points, or after 160 tur ns — whichever happens first. Victory points awarded for completing wonders are doubled in this scenario.
Rise of Rome
It is more than 2,300 years ago,
and the Mediterranean Sea is in
turmoil.T o the east,Macedon and
Persia are locked in a deadly war
to decide the dominant pow er in
Asia Minor. Farther west, the young city of Rome is beginning to challenge mighty Carthage for control of the central Mediterranean.Are you prepared to grasp the reins of power,and lead your people to the heights of glory and wealth — at the point of a sw ord and the tip of a spear?
Fall of Rome
Emperor Constantine has divided
the Roman Empire into two .The
Wester n half, with its capital at
Rome,is beset with barbarians on
all borders.The Eastern portion of
the Empire,hard at work building their new capital of Constantinople,faces danger as well, from both barbarians and the strengthening Sassanid Persians. How long can the once great empire survive? Corruption is rampant already, and if either half of the empire loses eight cities, it will surely collapse.
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World War II in the Pacific
War has been declared! It is December,1941 and the “peace­ful” Pacific Ocean is about to witness the full fury of air, naval and land warfare during World
War II. A military-rich but resource-poor J apan has dangerous assault for ces poised to attack complacent Allied bases in Malay a and the Philippines.Far to the northeast,near Ha waii,a pow erful J apanese na v al-air strike force is within range of the “unsuspecting” U.S. fleet stationed near Honolulu.
Alternatively (and ev en harder than the Dutch),play as the Aztecs, Incas or Mayans,trying to stem the tide of European domination long enough to win a one-city cultural victory.
Sengoku
The Sengoku period in Japan spans the Onin war in 1467,the emergence of Oda Nobunaga into Ky oto in 1568,and the estab­lishment of the Tokugawa shogu-
nate in 1603.It was in this period that battles,large and small,raged throughout Japan as warlords fought for the title of Shogun. War tactics changed drastically following the introduction of gunpowder and firearms by the Portuguese in 1543.Will you be able to battle and scheme your way into to the position of Sho gun?
Napoleonic Europe
The age of Napoleon has arrived!
Nationalism is sweeping through
the lands.Strong infantry and cav-
alry forces of a newly rejuv enated
France, under the direction of
several great military leaders,stand ready to bring “reforms” to the other nations of Europe. Across the channel, England is in a locked alliance with Portugal, the Netherlands and the Kingdom of Naples. Other countr ies are unaligned — but not uninterested in the future shape of Eur ope. Can Napoleon conquer all, or will the other nations work together to contain his imperialistic motives?
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Carthaginians
With a center of power in the north African city of Car thage, the Carthagini­ans controlled a small but po werful empir e in the Mediterranean starting in the 6th century BC.
• Leader:
General Hannibal
• Culture Group:
Mediterranean
• Aggression Lev el:
2 (Low)
• Build Preferences:
Naval Units and Trade
• Preferred Government:
Republic
• Shunned Go vernment:
Communism
• Civilization Characteristics:
Seafaring,Industrious
• Unique Unit:
Numidian Mercenary
Celts
The Celts, who originated in central Europe,formed a culture whose influence spread to the British Isles,W estern Europe, and south to the Mediterranean pr ior to the rise of the Roman Empire.
Leader:
King Brennus
• Culture Group:
European
• Aggression Lev el:
4 (High)
• Build Preferences:
Offensive Land Units,Trade,and Culture
• Preferred Government:
Despotism
• Shunned Go vernment:
Republic
• Civilization Characteristics:
Agricultural,Religious
• Unique Unit:
Gallic Swordsman
New Tribes
Arabs
Orig inating in central Arabia, the Arabs are the most dominant Middle Eastern culture.At certain times during their his­tory ,the Arab empire spr ead fr om India in the east to as far as Spain in the west.
• Leader:
Caliph Abu Bakr
• Culture Group:
Mid Eastern
• Aggression Lev el:
4 (High)
• Build Preferences:
Gro wth and Cultur e
• Preferred Government:
Republic
• Shunned Go vernment:
Despotism
• Civilization Characteristics:
Expansionist,Religious
• Unique Unit:
Ansar W arrior
Byzantines
Also known as the Eastern Roman Empire the Byzantine Empire was initiated by Constantine’s move of the capital from Rome to Constantinople.
• Leader:
Empress Theodora
• Culture Group:
Mediterranean
• Aggression Lev el:
3 (Moderate)
• Build Preferences:
Defensive Land,
Naval,Trade,Happiness,Culture
• Preferred Government:
Monarchy
• Shunned Go vernment:
Feudalism
• Civilization Characteristics:
Seafaring,Scientific
• Unique Unit:
Dromon
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Koreans
The people of the ancient Koryo dynasty (from which the western word “Korea” was derived) established themselves as a unique Asian culture through its adv anced efforts in agriculture and trade,as well as its practical approach to philosophy.
• Leader:
King W ang Kon
• Culture Group:
Asian
• Aggression Lev el:
2 (Low)
• Build Preferences:
Artillery Land Units
• Preferred Government:
Monarchy
• Shunned Go vernment:
Republic
• Civilization Characteristics:
Commercial,Scientific
• Unique Unit:
Hwach’a
Mayans
While Europe was slumber ed in the Dark Ages,these innovativ e people had charted the heav ens,evolv ed the only true writing system native to the Americas and were masters of mathematics and calendrics. Deep within the jungles of the Yucatan peninsula you can still go visit the cities that are nothing short of architectural mas­terpieces.
• Leader:
Great Instigator Smoke-J aguar
• Culture Group:
American
• Aggression Lev el:
3 (Moderate)
• Build Preferences:
Defensive Land, Production, Culture,
Workers
• Preferred Government:
Feudalism
• Shunned Go vernment:
Democracy
• Civilization Characteristics:
Agricultural,Industrious
• Unique Unit:
Javelin Throw er (with Enslavement)
Hittites
The Hittites were the first to use Iron in warfare. Ver y aggressive, they played in integral part in the dynamics that formed the Fertile Crescent.
• Leader:
King Mursilis
• Culture Group:
Mid Eastern
• Aggression Lev el:
4 (High)
• Build Preferences:
Offensive Land,Trade
• Preferred Government:
Fascism
• Shunned Go vernment:
Despotism
• Civilization Characteristics:
Commercial,Expansionist
• Unique Unit:
3-Man Chariot
Incans
The Incans dominated South America throughout the 15th century with one of the most powerful and well-organized armies ever to be seen in the Americas.
• Leader:
Sapa-Inca Pachacuti
• Culture Group:
American
• Aggression Lev el:
3 (Moderate)
• Build Preferences:
Offensive Land,Culture,Wealth
• Preferred Government:
Communism
• Shunned Go vernment:
Republic
• Civilization Characteristics:
Agricultural,Expansionist
• Unique Unit:
Chasqui Scout
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Ottomans
At the height of their pow er,the Ottomans controlled lands in southw est Asia,north­east Africa,and southern Europe.Founded in the 13th century AD, the Ottoman Empire’ s conquests included the Mamluks of Africa and the Chr istian kingdoms of Europe.
• Leader:
Sultan Osman
• Culture Group:
Mid Eastern
• Aggression Lev el:
3 (Moderate)
• Build Preferences:
Artillery Units and Happiness
• Preferred Government:
Republic
• Shunned Go vernment:
Despotism
• Civilization Characteristics:
Industrious,Scientific
• Unique Unit:
Sipahi
Portugal
The Portuguese dominated exploration and were the first civilization to map out the continent of Africa.With the discov ery of the New World the Portuguese Empire rivaled Spain.
• Leader:
Prince Henry
• Culture Group:
European
• Aggression Lev el:
3 (Moderate)
• Build Preferences:
Naval,Wealth,Trade,Explore
• Preferred Government:
Democracy
• Shunned Go vernment:
Fascism
• Civilization Characteristics:
Seafaring,Expansionist
• Unique Unit:
Carrack
Mongols
The ancient Mongol Empire covered an area from the Black Sea in the w est to the South China Sea in the east. It included the present-day countries of Iraq and Iran, as well as parts of Russia and China.
• Leader:
Ghenghis Khan Temujin
• Culture Group:
Asian
• Aggression Lev el:
5 (Very High)
• Build Preferences:
Offensive Land Units and Production
• Preferred Government:
Despotism
• Shunned Go vernment:
Democracy
• Civilization Characteristics:
Expansionist,Militaristic
• Unique Unit:
Keshik
Netherlands
The Dutch colonized much of Southeast Asia (“Dutch East Indies”) and played a major role in the Age of Discovery as European nations searched for an Eastern route to tap into the riches of India and Asia.
• Leader:
King William
• Culture Group:
European
• Aggression Lev el:
2 (Low)
• Build Preferences:
Naval,Defensive Land,Production
• Preferred Government:
Monarchy
• Shunned Go vernment:
Despotism
• Civilization Characteristics:
Seafaring,Agricultural
• Unique Unit:
Swiss Mercenary
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Sumeria
The Sumerian civilization was one of the first groups of man to form the basic prin­ciples of Civilization.They laid a founda­tion for all of the people of Mesopotamia to follow.
• Leader:
King Gilgamesh
• Culture Group:
Mid Eastern
• Aggression Lev el:
2 (Low)
• Build Preferences:
Defensive Land,Science,T rade
• Preferred Government:
Monarchy
• Shunned Go vernment:
Republic
• Civilization Characteristics:
Agricultural,Scientific
• Unique Unit:
Enkidu W arrior
New Civilization Traits
Agricultural
This civilization type is for the tribes that built their foundation on agricultural methods and used food to ensure their gro wth and prosperity.
• Starting Techs:
Pottery (or Masonry if paired with Expan-
sionist characteristic)
• Bonuses:
Base city squares produce 1 additional food.Irrigated deserts produce extra food.Cheaper city improv ement costs on Aqueducts,Recycling Plant,and Solar Plants.
Scandinavians
The Scandinavians w ere actually made up of numerous Scandina vian tribes originat­ing primarily from Denmark,Norwa y ,and Sweden. This seafar ing group is known primarily for its affinity for expansion and plunder.
• Leader:
King Ragnar Lodbrok
• Culture Group:
European
• Aggression Lev el:
4 (High)
• Build Preferences:
Naval Units and Offensi ve Land Units
• Preferred Government:
Monarchy
• Shunned Go vernment:
Republic
• Civilization Characteristics:
Seafaring,Militaristic
• Unique Unit:
Berserk
Spanish
Although the ancient kingdoms that even­tually formed Spain were largely Mediter­ranean powers,Spain went on to become a significant power in Europe in the Middle Ages.
• Leader:
Queen Isabella
• Culture Group:
European
• Aggression Lev el:
3 (Moderate)
• Build Preferences:
Naval Units,Trade,Explore,Culture
• Preferred Government:
Monarchy
• Shunned Go vernment:
Despotism
• Civilization Characteristics:
Seafaring,Religious
• Unique Unit:
Conquistador
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brutal methods and suspicious attitude towards business and enterprise mean they must force labor to rush improvements.
Feudalism
As a feudal kingdom you are dependent on the vassals for sup­port and bound to respect their wishes. Corr uption is lessened due to a decentralized administrative system,but your v assals ar e wary of continual warfare so w ar w eariness can be a slight prob­lem to public happiness. Production problems associated with despotism are avoided.Maintenance costs for units is increased, but city improvements have no maintenance costs.
Tech Tree Changes
Civilization III: Conquests contains the following additions and changes to the Tech Tree:
General
• Incan Chasqui Scouts
availab le from start
• Sumerian Enkidu W arriors
availab le from start
• Scientific Great Leaders
now spa wn when techs ar e
researched
Ancient Times
• Mayan Javelin Throw er
is availab le with Warrior Code
W orker Action
Build Outpost
is availab le with Masonry
• Curragh
is availab le with Alphabet
• Hittite Three-man Chariot
is available with The Wheel
• Statue of Zeus
Great W onder is availab le with Mathematics
• Byzantine Dromon
is availab le with Map Making
• Mausoleum of Mausollos
Great Wonder is available with
Philosophy
W orker Action
Build Barricade
is availab le with Construction
• Temple of Artemis
Great Wonder is av ailable with Polytheism
Seafaring
This civilization type is for the tribes that used the power of the sea to forge their empires.
• Starting T echs:
Alphabet (or Pottery if paired with Commer-
cial characteristic)
• Bonuses:
Typically, the start location is near the ocean. Cities built on coast receiv e a bonus commerce in the base city squar e. Seafaring Civs have less of a chance of sinking out at sea prior to researching Astronomy. Cheaper “water based” city improvements include Coastal Fortress, Harbor, Offshore Platform,and Commercial Docks.Ships move faster and hav e a reduced chance of sinking in the sea or ocean.
CIVILIZATION
III: CONQUESTS Characteristics
Adjustments
Changes were made to the characteristics of the following tribes:
• Carthage to Seafaring, Industrial
• Spain to Seafaring,Religious
• England to Seafaring,Commercial
• Scandinavia to Seafaring,Militaristic
• Celts to Agricultural,Religious
• Iroquois to Agricultural,Commercial
• Aztecs to Agricultural,Militaristic
New Governments
Fascism
Fascist states appeal to strong feelings of national identity and the promise of a glorious future (or the return to an idealized past). Nations ruled with this form of government view themselves as entitled to anything they can take from weaker civilizations, so war weariness is not an issue, and nationalist fervor for public works means that y our W ork ers do their jobs faster.Howe ver ,the
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Modern Times
• T OW Infantry
is availab le with Rocketry
• Mobile SAM
is availab le with Rocketry
• The Internet
Great W onder is availab le with Miniaturization
• Satellites
now clear any r emaining unexplored areas from
the W orld Map
• Modern Paratrooper
is availab le with Synthetic Fibers
• SS Stasis Chamber
is availab le with Robotics & r equires
Uranium
Be sure to check the ReadMe file for the full list of final changes!
New Game Features
Civilization III: Conquests includes a number of new interface elements and features that simplify and enhance gameplay.
Access the City Governor
A new control has been added to the City screen that allows y ou to access the City Gov ernor screen.You can still access the City Gov ernor screen using the keyboar d shortcut [G].New toggles wer e added that allow y ou to quickly cycle all of the Pro­duction and General tab settings from This City, Continental Cities,and All Cities.
Cycle Cities, Stack Movement and Cycle Units
Above the Info Box on the main screen are four new contr ols that allow you to easily access your cities and units,and to move units together as a group.
Cycle Cities
Click on the left and right arro ws to cycle through your cities. As you cycle through cities, the map
automatically centers on the selected city .Click on the icon between the arro ws to to ggle between cycling through all cities and cycling through only the cities that are currently experiencing Civil Disorder.
Middle Ages
• Feudalism
Government is now a vailable with Feudalism
• Knights T emplar
Great W onder is availab le with Chi valry
• Trebuchet
is availab le with Engineering
• Netherlands Swiss Mercenary
is availab le with F eudalism
• P ortuguese Carrack
is availab le with Astronomy
• Explorers
are now available with Astronomy
• Spanish Conquistadors
are now available with Astronomy
Ability
T rading W orld Maps
now requir es Navigation
Ability
Enables Communication Trading
now requires
Printing Press
Industrial Age
• Fascist
Government is available through an optional tech off
Nationalism
• Policeman
City Specialist is available with Nationalism
• Ironclads
is now an optional tech a vailable fr om Steam P o w er
• Secret P olice HQ
Communism Small Wonder is availab le with
Espionage
City Improvement
Stock Exchange
is available with The
Corporation
City Improvement
Commercial Docks
is available with Mass
Production
• Civil Engineer
City Specialist is available with Replaceable
Parts
• Cruiser
is availab le with Comb ustion
• Flak Cannon
is availab le with Flight
W orker Action
Build Airfield
is availab le with Flight
City Improvement
Civil Defense
is availab le with Radio
W orker Action
Build Radar Tower
is availab le with Radio
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Setting Rally (City & Continental) Points
Once you set a rally point for a city,all units produced in that city automatically move to that rally point after they are built.Each city can hav e only one rally point.
Note:
Changing your city pro­duction to anything other than a unit will clear the rally point. You can also set Continental Rally points by right clicking on a city and choosing Set Continental Rally Point.
• To set a city’s/continental rally point:
Right-click on the city and select Set Rally Point fr om the men u.Mov e the cur­sor to the square you w ant to set as the rally point and left-click.
• To clear a city’ s rally point:
Right-click on the city and select
Clear Rally Point fr om the men u.
Automated Bombard, Bombing, and Precision Bombing
These new commands allow you to order units to bombard, bomb,or precision bomb a single target repeatedly without ha v­ing to issue a new order every turn.
The keyboard shortcuts for these actions are always available (see “Keyboard Shortcuts” on page 68). You must turn on Advanced Unit Action buttons in the Preferences screen if you want the following buttons for these commands to be display ed on scr een when you select a unit.
Auto Bombing:
Press [Ctrl]–[U] or the W ait [W] hotk ey to quickly activate the bombardment for the turn or to cycle through y our units to man ually acti vate.
Auto Precision Bombing:
Only targets city improve-
ments.
Sacrificing Units
Some units,as found in the Mesoamerica Conquest,hav e the ability to capture other units.When you are playing a scenario with the Enslavement option enabled,you can
capture a unit and bring it back to one of your cities,then sacri­fice that unit to gain culture points.
Move Units in Stack (Hotkey: X or J)
Click on this button to give a GoTo order to all of the
units that occupy the same square as the currently selected unit.Units on transports must be unloaded before you can give them a stack GoTo order.Order a transport to GoTo a shore tile and select Unload All.
Note:
Stacked units mo ve at the
mov ement rate of the slowest unit in the stack.
Move Units of Same Type in Stack
(Hotkey: Ctrl–X or Ctrl–J)
Click on this button to give a GoTo order to all units of the same type as the currently selected unit in that unit’ s squar e. For example,if the selected unit is an Archer,all Archers in the same square follow the GoTo order but non-Archer units do not.
Note:
Stacked air units given a GoTo order automatically re-base
to the destination location if possible.
Cycle Units
(Hotkeys: ], [ or Shift –], Shift– [)
Click on the left and right arro ws to cycle through your active units.As you cycle through units,the map automati­cally centers on the selected unit.Units that are automated,for­tified,or otherwise not awaiting orders are skipped.Click on the icon between the arrows to switch between cycling through all active units and only units of the currently selected type. (For example,if you have a Spearman selected and you set this con­trol to Toggle Units By Type,clicking on the arrows cycles only through Spearman units.)
Rename Units
You can now change the names of individual units. To change a unit’s name, select the unit and press
[Shift]–[N] or click on the Rename Unit action button (pro vided that Advanced Unit Action b uttons ar e enabled in the preferences panel). Type the new name for the unit in the dialog box,and then press Enter.
Note:
Doing this changes only the name of the selected unit —
not the names of every unit of that type.
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The Espionage Screen
The Espionage screen lets you manage and direct all of your diplomatic acti v­ities and clandestine operations from one convenient location. After the discov ery of Writing,you can open the Espionage screen by clicking on the E button on the side of the Info Box.
The Espionage screen is divided into five sections:
Opponents
The left portion of the Espi­onage screen shows all of y our opponents. The names and leader portraits of the civiliza­tions you have contact with are shown. Civilizations you have not yet encountered are labeled “Unmet. ”
Click on a civilization’s name or leader portrait to initiate an action against that civilization in the Espionage screen.Beside each civilization’s name,one or more icons might be displayed:
Indicates that you have established an embassy in that civilization’s capital.
Indicates that you have a spy planted within that civiliza­tion.
Mission
These controls allow you to select the diplomatic or espionage mission you w ant to undertake.First,select an opponent and then select the proposed mission.You will not be able to select mis­sions that you cannot afford or cannot perform at your current level of technolo gy.
The details and implications of each mission type are discussed in the Civilization III manual and in the in-game Civilopedia.
Mouse Controls for Advanced Unit Actions
In Civilization III,there were a number of adv anced unit actions that you could only initiate using keyboard commands.You can now initiate these actions using Advanced Unit Action Buttons, which you can turn ON or OFF in the Preferences screen.
Automate Worker (Clear Forests Only)
Automate W orker (Clear W etlands Only)
Automate W orker (Colony-T o)
Automate Worker (Irrigate Nearest City)
Automate Worker (Damage Only)
Automate W orker (Railroad-T o)
Automate W orker (Road-T o)
Automate Worker (This City Only)
Automate Worker (This City Only Without Alter ing
Existing T errain Improvements)
Automate W orker (T rade Network)
Automate Worker (Without Altering Existing Terrain
Improvements)
Go T o City
Sentry Unit (Enemy Unit Activates)
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Operational Costs
Assets
Missions
Select City
Opponents
Page 19
Cities
Civilization III: Conquests adds a number of new city improve­ments,wonders of the world,city specialists,and w orker actions. The following sections pr ovide an o verview of these new featur es and their function in the game.
City Specialists
In addition to the Entertainer, Tax Collector, and Scientist the player can gain access to the Civil Engineer and Policemen city specialists.
Civil Engineer
Available with Replaceable Parts and they provide production bonuses to the creation of buildings only.
Policemen
Available with Nationalism and they provide a reduction to corruption.
City Improvements
Civil Defense
Civil defense helps protect units within the city b y providing a defensive bonus against attack and bombardment.
Commercial Dock
Commercial Docks increase trade in ever y water square within the city’s radius.They can be built only in cities bordering water squares.
Stock Exchange
The Stock Exchange boosts the tax output of the city in which it is built.This new improvement is a prerequisite for the Wall Street small wonder.
Note:
The prerequisite for the Wall Street small wonder is now five Stock Exchanges instead of five Banks.
Assets
This pro vides a summary of your current monetary and techno­logical assets,including the amount of gold in your treasury ,your technological achievements that apply to espionage, and your level of spy experience.
Select City
These are the cities that belong to the currently selected civi­lization.Click on a city to select it.
Operational Costs
Click on one of these choices to set the level of risk you ar e will­ing to undertake with regard to the current mission.(Levels of diplomatic and espionage risk are discussed in the Civilization III manual.) Choose a risk level and then select Ex ecute or Cancel.
Launching a Diplomatic or Spy Mission
Some diplomatic missions are available after you discover Writ­ing, and others become available as your level of technology increases.Spy missions become available after you research Espi­onage.To launch a diplomatic or spy mission:
• Select the target civilization in the Opponents area.
• Select a mission type (Diplomatic or Spy).
• Select a mission.
• Select the target city for the mission (if appropriate).
• Select an option in the Operational Costs area.
• Click Execute to launch the mission. If you decide not to ex ecute the mission,click Cancel or exit the
Espionage screen.
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Page 20
Wo r k e r Ac t i o n s
In addition to the new impro vements and wonders that you can build in your cities,Civilization III: Conquests adds several new Worker actions. These new actions allow your Workers to build structures outside your cities (in the same way that they could build Fortresses and Colonies in Civilization III).
The unit action buttons and keyboar d shortcuts for these actions are always available (provided that you have researched the req­uisite technology).
Airfield
After you discover Flight, your Workers can construct
Airfields. You can build Airfields anywhere inside your terr itory or in neutral terr itory. An Airfield can be the target of a Re-Base action for air units, and can be used as a base of operations for any air unit actions. If the Airfield falls into the territory of another civilization,that ci vilization tak es contr ol of the Airfield — unless the civilization in question has not discovered Flight,in which case the Airfield is destroyed.When a Worker builds an Airfield,the W orker is lost.
Outpost
Outposts help eliminate fog of war b y r evealing sections
of the map surrounding them. After you discover Masonry,you can order Workers to build an Outpost anywhere inside your territory or in neutral territory .Outposts hav e a sight range of two on flat land,three on hills,and four on mountains. If an Outpost falls into the territory of another civilization, the Outpost is destroyed. When a Worker builds an Outpost, the Worker is lost.
Radar Tower
Radar Towers become av ailable after y ou discov er Radio ,
and can be built in any land tile within y our territory .Any of your units within tw o squares of a friendly Radar Tower recei ve an offensive and defensi ve combat bonus.If your Radar Tower falls into the terr itory of another civilization, the Radar Tower is destro yed.When a W orker builds a Radar T ow er,the W ork er is lost.
Wonders of the World
The Internet
The Internet is a great boon to scientific disco v ery, pro viding the equivalent of a Research Lab in e very friendly city on the continent where it is built.The Internet triggers a Golden Age for the civilization that builds it — if they haven’t had one already.
The Statue of Zeus
Produces an Ancient Cavalry unit every fiv e turns for free and is available with Mathematics. Requires Ivory and is rendered obsolete by Metallurgy. This wonder can become a tourist attraction.
The Temple of Artemis
The Temple of Artemis is av ailable with P olytheism and gives the player 4 Culture Points and adds a temple to every city on the continent.It is rendered obsolete by Education.This wonder can become a tourist attraction.
The Mausoleum of Mausollos
Av ailable with Philosophy and giv es you 2 Cultur e Points and 3 happy faces in the city in which it’s built.This w onder can become a tourist attraction.
Knights Templar
The city that houses the Knights Templar produces a free Crusader unit every five turns. Knights Templar provides 2 Culture Points. It is available with Chivalry and is rendered obsolete by Steam P ower.
Small Wonders of the World
Secret P olice HQ acts as a second Forbidden P alace ,but you can only build it,and it is only in effect when you are using Com­munism as your government type.
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Units
Civilization III:Conquests adds seven new units that are available to all civilizations in the game – Scientific Great Leaders,Guerilla, Medieval Infantry,Curragh,Treb uchet,Spies,and Cruisers.Vari­ous other unit adjustments are also listed below.
Units Available to All Cultures
Scientific Great Leaders
Scientific Great Leaders can be awar ded when you ha v e sho wn y our skill at competing in the tech race.Anytime you are the first tribe to research a tech,the opportunity for receiving a Scientific Great Leader is increased. You can use them to boost science in a city for 20 turns or to Hurry City Production.
Guerilla
Guerilla units are equally effective at both offense and defense. This Industr ial Age unit becomes available after the discovery of Replaceable Parts.
Medieval Infantry
Medieval Infantry were the standard foot sol­diers of the Middle Ages. These pow erful attack units become available after the discovery of Feudalism.
Note:
The Swordsman now
upgrades to Medieval Infantry.
TOW Infantry
TOW Infantry use portable rocket artillery to fight tanks.They become av ailable with Rock­etry and do not require any resour ces to build.
Barricades
Extensions to existing fortifications that create a Zone of
Control. Barricades double the defensive bonuses of Fortresses and also stop any unit from being ab le to mov e past the barr icades until the next turn. You must have a fortification in place to build a barricade.
Clear Wetlands
Pressing [Shift]–[C] or clicking on this Advanced Unit
button will clear marshland terrain. You must research Tech to have this ability. Pressing [Shift]–[W] will automate a unit to clear wetlands.
Clear Damage
Pressing [Shift]–[C] or clicking on this Advanced Unit
button will set your worker to the task of cleaning up damaged terrain tiles. Damage occurs when volcanoes erupt or when factories wastes become excessi ve .Bombardment of terrain can also cause craters that can be cleaned with this command. Pressing [Shift]–[D] will automate a unit to clear damage.
Tourist Attractions
Great Wonders of the World can become tour ist attractions, which generate additional commerce for the city in which they were b uilt.Great Wonders do not begin to draw in tourists until the Wonders are at least 1,000 years old.
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Flak Cannon
These anti-aircraft weapons ar e vital for defense against bombing air units and will be the key to a solid defense or offense in the Late Indus­trial & Modern Eras. Since they are also portable you should try to remember to bring some along as an escort.These become avail­able with the discovery of Flight.
Mobile SAM
These mobile missile-based anti-aircraft units become availab le with Rocketry and will pause any air-based offensive.These units do not do well against stealth aircraft,so if your opponents are going airborne,be sure to adjust by creat­ing your own superior air force — or protec­tion from one!
Tribe-Specific Units
There is also one new tribe-specific unit for each of the 15 new tribes.
Ansar Warrior
The Ansar Warrior takes the place of the Knight for the Arabs.They sacrifice some of the Knight’s defensive capabilities in favor of increased movement and decreased cost.
Berserk
Instead of Longbowmen, the Scandinavians deploy Berserk units.Although more expensiv e than Longbowmen, Berserk units are more powerful both offensively and defensively and hav e Amphibious Attack ability .
Ancient Cavalry
These cavalry units represent highly trained mounted men that are swift to charge into danger and can quickly ride out of harm’ s w ay. Created by the Statue of Zeus wonder.
Crusader
Crusaders are a unit created by the Knights Templar wonder .
Modern Paratroopers
Modern Paratroopers are prepared to do battle deep behind the enemy lines! They become availab le with Synthetic Fiber.
Curragh
The Curragh was the first boat used by man for traveling the seas.These units can be built by coastal cities after the discov ery of Alphabet.
Trebuchet
The Trebuchet is an upgraded version of the Catapult that packs quite a punch when used effectively. This unit becomes available with Engineering and can be upgraded to a Cannon.
Cruisers
Cruisers become available with the develop­ment of Combustion. These pre-AEGIS style cruisers are the little brother of the Cruiser family. Cruisers have more firepower than the Destro yer and are faster than the Battleship .
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Three Man Chariot
The Three Man Chariot replaces the Char iot for the Hittites. Though slightly more expensive than the Chariot, these killers of the Ancient era receive a boost in both attack and defense.
Hwach’a
This powerful bombardment unit of the Koreans is even more powerful than the Cannon. This unit gives the Koreans an offensive edge, as it requires fewer strategic resources to build than the Cannon.
Javelin Thrower
The Jav elin Throw er replaces the Archer for the Mayans. When victorious in battle, there is a chance that the Jav elin Thro wer will enslav e the defeated unit and create a Worker.
Keshik
The Keshik takes the place of the Knight for the Mongols. This mounted unit lacks the Knight’s defensive strength,but requires fewer strategic resources and costs less. The Keshik ignores all movement penalties when crossing mountain terrain.
Numidian Mercenary
The Numidian Mercenary is the unique Carthaginian unit used in place of the Spearman.This unit is versatile on offense and defense, though slightly more expensive than the Spearman.
Carrack
The Carrack replaces the Caravel for the Por­tuguese.They r eceiv e a boost to attack strength and do not sink during ocean voyages.
Chasqui Scout
The Chasqui Scout replaces Scouts for the Incas. They receive no movement penalties when trekking across hills and mountains and hav e the ability to attack and defend.
Conquistador
Conquistadors replace Explorers for the Span­ish.While not the equal to Middle Ages ca v alry in direct combat, these military scouts are extremely mobile.Conquistadors treat all terrain as roads.
Dromon
The Dromon replaces the Galley for the Byzantines. Their use of Greek Fire gives Dromon a small offensive advantage over the Galley.
Enkidu Warrior
The Enkidu Warrior replaces the W arrior for the Sumerians.The unit costs the same as a Warrior but has an extra hit point,which helps to ensure survival during the early Ancient battles.
Gallic Swordsman
The Gallic Swordsman r eplaces the Swor dsman for the Celts.The additional movement speed of this unit gives the Celts an offensiv e edge in Ancient Times.
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Page 24
Elimination
When this victory condition is enabled, victory can be swift indeed.Under this rule,when you lose a city — any city — your entire civilization is eliminated from the game.The last civiliza­tion remaining wins the game.
Regicide
When Regicide is selected as a victory condition,every civilization starts the game with a “king” unit. Each civilization’s king is its great leader — for example,the Amer­ican’s king is Abraham Lincoln.Kings can move and have minimal offensive and defensive str ength.
When your king is killed,your ci vilization is eliminated from the game.The last civilization standing wins.
Mass Regicide
This victory option is similar to Regicide,but every civilization starts the game with multiple king units.Your civilization is elim­inated when all of your king units are killed.The last remaining civilization is the winner.
Victory Points
In addition to the pre-set victory condi­tions, you can determine the winner of a game using victory points. You can view your score (and those of all other civiliza-
tions in the game) on the Histograph screen. Victory points are scored based on two options that you can set
along with the other game rules on the Player Setup screen and the Multiplay er Setup scr een.
Victory Point Scoring
When this option is selected,the starting squares for each civi­lization are tagged with victory location icons.You score victory points by capturing and holding victory locations.To control a victory ,one of your military units must occupy the squar e at the
Sipahi
The Ottoman Sipahi takes the place of Cav alry in their strategic forces. This unit’s powerful attack strength gives the Ottomans mounted superiority in the Middle Ages.
Swiss Mercenary
The Swiss Mercenary replaces the Pikeman for the Netherlands.This unit is the ultimate solu­tion for Middle Age City defense.
New Unit Abilities
Stealth Attack
Stealth Attack allows you to pick your target regardless of how many units are in the stack that you are attacking.Use this abil­ity to ensure that the Elite Spearman who keeps healing every turn doesn’t get the chance.
Enslavement
Enslav ement gives y ou the opportunity to capture a defeated unit and conv ert it into a worker or other unit (determined by the unit with the Enslav ement ability).The May an J a v elin Throw er ,Eng­lish Man-O-W ar ,and Privateer all hav e the ability to enslav e units.
Victory Conditions
Civilization III:Conquests includes a number of new victory con­ditions designed to provide specific goals and allow for shorter games.
You can enable the new victory conditions during game setup on the Player Setup screen (in a single-player game) or the Multi­player Setup screen.As with all victory conditions, you can also use the game editor to set victory conditions when building or editing a scenario.
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Multiplayer
You’ve already proven your leader ship prowess against worthy computer opponents, but how will you fare against the most unpredictable and diabolical of all adversar ies — other, human Civilization III players? Civilization III: Conquests gives you the opportunity to match wits and warfare with play ers both locally and around the w orld.
Getting Connected
Most multiplayer games require a connection to another com­puter — via an Internet service provider (ISP) or a local area network (LAN).Internet games are played via GameSpy, a free Internet game portal.
Play by E-mail games do not r equire a dir ect connection — y ou and your opponents must have valid e-mail accounts to play an e-mail game.
Hot Seat games are play ed on a single computer and,thus,do not require an outside connection of any kind.
Important Info – Please Read!
Connecting Through a Firewall
In order to join or host a multiplay er game through a connection to the Internet that is protected by a firew all you will be r equired to open ports in your firew all.Opening these ports will allow the game to communicate to other computers without the firewall interfering.Please consult y
our firewall documentation for assistance in
opening the ports.
Note:
Only one play er who is behind a firew all can be in a game.
end of all play ers’turns on a given turn.You get 25 victory points for every turn you control a victory location.You will also score points by killing enemy units or barbarians, capturing enemy cities,building W onders and researching technologies.
Note:
You can set additional victory locations on a map using
the editor.
Capture the Princess
This option is a sort of capture-the-flag game — only, in this case,the “flag” is a princess.At the start of the game,each civ­ilization has one princess unit. Unlike the king units in the Regicide and the Mass Regicide games, princess units cannot mov e,attack,or defend themselves — they
are stuck on the square where you start the game. When this option is enabled, you score victory points by
capturing your opponents’princesses and returning them to your capitalcity .Princesses are captured by mo ving into the square they occupy and using the Capture unit action. If other units are defending the princess you must defeat those units in order to capture the princess. If the princess is inside a city, you must capture or destroy the city in order to capture the princess.
After a princess is captured,she moves along with the capturing unit.You must take the captured princess to your capital city. If you are successful,you score 10,000 victory points.The princess then disappears from your capital and is r eturned to her original owner’s capital city.If there is no place for the princess to return to—for example,the princess’civilization has been eliminated— the princess remains in your capital city and you score an addi­tional 10,000 victory points.
Reverse Capture the Flag
Return the “flag”to a Victory Point Location for points. To see an example of how this victory condition works,refer to “The Three Sisters”scenario.
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In order to host a game on the Internet through the built-in GameSpy softwar e, the following ports must be opened:
Action Port
IRC 6667 Voice Chat Port 3783 Master Server UDP Heartbeat 27900 Master Server List Request 28900 GP Connection Manager 29900 GP Search Manager 29901 Custom UDP Pings 13139 Query Port 6500 DirectPlay 2302 Initial UPD Connection 6073 Inbound Subsequent UPD Inbound and Outbound 2302-2400
If problems occur after opening these ports, you will want to make sure that UPnP services are enabled on y our router and that the ISP you are using allows you to host on these ports.If prob­lems persist you may also disable your firewall or place the com­puter in the DMZ of your firewall.
Using DMZ or disabling your firewall is simpler, but more dangerous, since your computer is now fully exposed to the Internet at large.
In order to connect to a direct connection game or a LAN game the following ports are requir ed to be open:
Action Port
Initial UPD Connection 6073 Outbound Subsequent UPD Inbound and Outbound 2302-2400
In order to host a direct connection or a LAN game the follo wing ports are required to be open:
Action Port
Initial UPD Connection 6073 Inbound Subsequent UPD Inbound and Outbound 2302-2400
In order to join a game on the Internet through the built in GameSpy softwar e, the following ports must be opened:
Action Port
IRC 6667 Voice Chat Port 3783 Master Server UDP Heartbeat 27900 Master Server List Request 28900 GP Connection Manager 29900 GP Search Manager 29901 Custom UDP Pings 13139 Query Port 6500 DirectPlay 2302 Initial UPD Connection 6073 Outbound Subsequent UPD Inbound and Outbound 2302-2400
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Starting a Multiplayer Game
Click Multiplayer on the Main Menu to open the Multiplayer Mode menu. This is a small pop-up window that allo ws you to choose which Multiplayer Connection you wish to use .
• Internet:
Connect to the
Civilization III: Conquests
GameSpy Multiplay er Lobby and compete with other fans across the w orld.
• LAN:
Use this option to play against friends on your home
network.
• Hotseat:
Select this to battle it out against yourself or friends
in the comfort of your home.
• Play by E-Mail:
Use this option to start a turn-based game
without time constraints.
The Multiplayer Lobby includes a number of basic multplayer setup controls and displays and is di vided into three sections:
Controls
• Name:
Your player name appears in the upper left cor ner.To change your name ,click on the displayed name and enter a ne w one at the prompt.
• Host:
Click on this button to host a game.As the game’ s host,
you set all of the game options.
• Join:
To join a game,first click on the name of the game you
want to join on the Session List,then click on the Join button.
• Refresh/Cancel Refresh:
Click on this button to refresh the list of games displayed on the Session List.During the refresh process, the button text changes to Cancel Refresh. Click Cancel Refresh to abort the refresh process.
Enhanced Multiplayer — Conquests Style!
For previous players of Civilization III Multiplayer here is an update
on the changes that hav e been made with Conquests:
DirectX® 9.0b greatly improves the perfor mance of multi­play er and connectivity.
Tournament Game Type is now a vailable for those competitiv e Civ III player s who want to be sure no one has modified the rules.
Combat is now resolved with a single animation for much faster gameplay.Stack combat is also resolv ed much faster!
Game Mode now defaults to Simultaneous.
Use the new Preference to turn off automatic unit toggling to hav e mor e control over the battlefield.
Simultaneous Play Updates:
Fortifying and Healing of Stacked units in cities with a barracks mid-combat is no longer possible.
Bombardment of tiles that are engaged in combat is no longer possible.
With timers,Turn 1 no longer has a time limit.Feel fr ee to take your time to get connected and situated.
Be sure to check out the Conquests in Multiplay er and see if your skills can hold up against human play ers.The Civ-Content vari­ations are also a great wa y to customize multiplay er to be the wa y you w ant it.
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Controls Session List Chat
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highest Ping.An arrow appears over the column to indicate this. Click any column header to sort the list using another criter ia. For example, to sort games alphabetically by Session Name, click Session Name. Reverse the order of the list by clicking on the column header a second time.
• Chat:
The chat area below the Session List allo ws y ou to com­municate with other play ers who are logged into y our LAN or Internet game.(See “Chatting”on page 67.)
Hosting a Multiplayer Game
To host a game, click Host on the Multiplayer Lobby screen.This opens the Multi­player Setup screen, which allows you to set the options for your new game .
Note:
In the Multiplayer Lobby you can set a password to protect who enters your game.
Note:
When playing an Internet game,you must first announce your game fr om the Multiplay er Staging Windo w .(See “Staging Window (Internet Games)” on page 56 for details.)
The Multiplay er Setup scr een is divided into four regions:
Game Settings
To change a setting, select the option from the appropriate drop-do wn men u.
• Game Type:
Select Tournament, Simultaneous Moves or Tur n-Based. (See “Multiplayer Game Types” on page 58 for details.)
• Game Mode:
Play a Standard (randomly generated) game, load a Civ Content variation and existing scenarios, or load a sav ed game.
• Game Speed:
Select a Slow,Medium,or Fast game.In Turn­Based and Simultaneous Mov ement games,select None if you want players to hav e unlimited time to complete each turn.
• Location:
Click on this button to toggle the games displayed on the Session List between Local (those on the LAN to which you are connected) and Internet games.
• Filter Out:
Click on this to set the parameters for the games that you do not want displayed on the Session List.Doing so opens the Filters screen.
Filters Screen
The Filters screen allows you to filter out games that fall below a certain performance lev el (Ping).Select the maximum Ping level from the drop-down menu.
All other filter options are check boxes. Check the player and game characteristics you want to block by clicking on the box beside the desired option.Games that match one or more of the characteristics checked on the Filters screen will not be displayed on the Session List on the Multiplay er Lobb y screen.
Session List
The Session List displays all of the games being hosted at the selected location (LAN or Internet), as well as the following information:
• Session Name:
The name of the game.
• Type:
The type of game — Simultaneous Moves, or Turn-
Based.(See “Multiplayer Game Types” on page 58.)
• Mode:
The victory conditions of the game.
• State:
Whether the game is Open,Locked,or In-Progress. You
can only join Open games.
• Players:
The number of play ers currently in the game and the maximum number of play ers allo wed.For example ,1/8 shows that one player is in the game and a maximum of eight are allow ed in the game.
• Ping:
The connection speed between y our computer and the computer on which the game is being hosted. The lower the Ping number,the faster the connection.The higher the Ping, the more lag you will experience during the game. By default, games are listed in order from the lowest to the
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Chat Game Rules
Game Settings Pla yer Setup
Page 29
A maximum of eight players (including you) can play in a mul­tiplayer game.You can limit the number of players by selecting Closed from the drop-down menu in each of the positions you want to block.You can also block out human players by assign­ing a Computer play er to an y position.
To the right of each civilization are two buttons:
• Kick Player:
The left-hand button next to each player allows you to remove unwanted players from your game.To remove a play er,click on the Kick Play er button next to his or her ci v­ilization name.This remo v es the play er from the play er list.(The Kick Player button next to your name is never active — you cannot kick yourself out of the game.)
• Ready:
The right-hand button next to each player indicates whether or not the play er is ready to begin the game.When the player is ready, a white check appear s in this box. When you click your Ready button,all game options on the Multiplayer Setup screen are lock ed.To change an option,click y our Ready button again.All human players’Ready box es must be check ed in order for you to launch the game.
There are tw o other controls in the Player Setup area:
• Rename:
Click on this button to change the name of your ci v­ilization’s leader (by default this name is the same as your host name as entered on the Multiplayer Lobby screen),your civi­lization’s name,the title,the noun and the adjective by which you are identified. These options are the same as the Cus­tomize Your Tribe options that are accessible from the Player Setup screen in a single-player game.
• Launch:
Click on this button to start the game.All players’ Ready boxes must be checked in order to launch the game. When you click Launch, a ten-second countdown begins. When the countdown is complete, the game starts. To stop the countdown before the game begins, click your Ready button again.
The remaining settings are the same as those found on the Choose Your World screen in the single-player game.To change an option,click on the desired setting on the appropriate drop­down menu.
• World Size
• Barbarian Activity
• Land Mass
• Water Cov erag e
• Climate
• Temperature
•Age
• Difficulty Game Limits:
With Civilization III:Conquests,you can also adjust Game Limits to focus on particular skills or victory conditions. The following can all be adjusted to meet your multiplayer gaming needs.
Player Setup
The Player Setup displays the names of the players in the game and the civilizations they have selected.As host,your name and civilization alw a ys appear at the top.To change your civilization, select the tribe you want from the dr op-do wn menu to the right of your name .Random selects a civilization for you.
You can also select civilizations for Computer play ers in the game using the drop-down menus next to their names. (You cannot select civilizations for human opponents.)
With a Conquest,Civ Content,or Existing Scenario loaded,the civilizations will be set by player #. Click on the number [#] before your name to s witch between the available Civilizations.
Note:
Any civilization with AI: <civname> before it was designed for an AI player to use. This typically means you will either be greatly favored or ha ve to r eally hone your pla ying skills as the underdog!
Note:
You cannot select a civilization that is already selected by another play er .If there are many pla y ers in y our game ,it can pay to choose a civilization quickly.
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The Game Mode and Game Type selected by the host are dis­played to all prospective joining players.After all players have joined the game on the Staging Windo w ,the host can still change the Game Mode, Game Type, and victory conditions on the Multiplay er Setup scr een.
Player Setup
The Player Setup section lists all of the players currently in the game.The host’s name is listed in the top position,and joining play ers are listed below the host in the order that they join.
There are tw o controls in this area:
• Ready:
Click on this button when you are ready to begin
the game.
• Launch:
This button is only available to the host. When all players have signified that they are ready, click on this button to go to the Multiplayer Setup screen.You cannot launch the game until all play ers (including you) hav e clicked their Ready buttons.
Chat
The Chat area works just as it does on the Multiplayer Lobby screen.In addition to chat messages from other play ers,the Mes­sages window sho ws you game status messages (such as notifica­tion when other play ers join the game).
Joining a Multiplayer Game
To join a LAN or Internet game,find the game you want to join on the Session List on the Multiplay er Lobby screen and click on the game to highlight it.(If you don’t see the game you’re look­ing for,click Refresh to update the Session List.) When the game is highlighted,click Join to join the game.This opens the Multi­player Setup screen.(You cannot join a game that is Locked or In-Progress.)
Note:
If you are joining an Internet game,you are taken to the Staging Window prior to proceeding to the Multiplayer Setup screen.On the Staging Screen,simply click Ready to signal the host that you are r eady to proceed.
Game Rules
The Game Rules section of the Multiplay er Setup screen is iden­tical to the Rules section of the Player Setup screen in the sin­gle-play er game.To enable a game rule,click it.To disable a rule that is already selected, click it again. Use the scroll bar on the right to scroll up and down through the rule list.
Chat
The Chat area works just as it does on the Multiplayer Lobby screen. In addition to chat messages from other players, the Messages window sho ws you game status messages (such as noti­fication when other players join the game). (See “Chatting”on page 67.)
Staging Window (Internet Games)
When you are playing an Internet game, the Staging Window appears before you set your options on the Multiplayer Setup screen. This window allows you to synchronize with the other players in the game.After all play ers have signaled r eady ,the host launches the game and every one proceeds to the Multiplay er Setup screen.
The Staging Window is divided into three sections:
Game Settings
The Game Settings area allow the host to configur e the game and announce the type of game to other play ers who might wish to join.Only the game host can access these contr ols.
• Game Type:
Select Tournament, Simultaneous Moves or Turn-Based. (See “Multiplayer Game Types” on page 58 for details.)
• Game Mode:
Choose a game mode and victory conditions.
• Lock Game:
Enable this option to bar any additional player s
from joining the game.
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Turn-Based
Tur n-Based multiplayer games are played just like single-player games. Depending on the Game Speed option selected by the host, you might have a set amount of time to complete your mov ement and other tasks each turn.
The turn timer in the upper r ight cor ner of the screen counts down the time remaining in the current turn as well as the elapsed game time.When the turn timer runs out,your turn ends and the next player’s turn star ts.You can end your turn early by clicking on the End Tur n button on the Info Box. You are prompted to mo ve when it is your turn again.
Even when it isn’t your turn, you can still perform many game functions,such as setting city production orders,consulting your advisors, and so on.There are,however,several actions that you can only perform when it is your turn:
• Move units.
• Assign or cancel unit actions.
• Hurry production.
Simultaneous Movement
The Simultaneous Movement game is very similar to the Turn­Based game. The game proceeds one turn at a time, however, instead of each play er taking separate turns each round,all play­ers take their turns at once.
Each turn lasts until the turn timer has finished counting down. All production,research,and so on take place prior to the start of each new turn.
Since you are joining someone else’s game,you can’ t change the game options and rules.The only options you can change are in the Play er Setup ar ea.
• Civilization:
Find your name in the Player Setup area and select the civilization you want to play from the drop-down menu to the right of your name.If you like sur prises,choose Random and the game will pick a civilization for you.
Note:
You cannot select a civilization that has already been selected by another player. If you wish to choose a particular civilization,pick fast.
• Rename:
Click Rename to change your name,your civiliza­tion’ s name,and the title by which you will be addressed in the game.
• Ready:
Click on the Ready button beside your civilization name to indicate to the host that you are ready to start the game. When you click Ready, all options are locked. If you change your mind,click Ready again any time before the host launches the game.
The Chat area works just as it does on the Multiplayer Lobby screen.In addition to chat messages from other play ers,the Mes­sages window sho ws you game status messages (such as notifica­tion when other play ers join the game).
Quitting a Multiplayer Game
You can quit a multiplayer game at any time just as you would a single-player game.When you decide to quit,be sure you really want to leav e the game .When y ou quit,your civilization is elim­inated from the game and all of y our cities ar e destroyed.
Multiplayer Game Types
Civilization III:Conquests offers five game modes for multipla yer games.You can still play the traditional T urn-Based game (which mimics the gameplay in the single-play er game),but there are also three new game modes specifically designed for multipla y er play.
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Play by E-Mail
The Play by E-Mail option allo ws you to pla y a game against dis­tant opponents without directly connecting with them.
To set up a Play by E-Mail game:
1.Make a note of the e-mail addresses of your opponents.(You must keep track of the addresses your self — Civilization III: Conquests does not save e-mail addresses.)
2.Select your civilization.(As the host,your name appears on the top line of the Play er Setup ar ea.)
3.For each human opponent, select Add Human Player in the Play ers column.A dialog appears that allows you to enter each player’s name and other information. After entering player names,choose a civilization from the drop-down menu next to each opponent’s name.
4.You can fill any vacant positions with AI players by selecting Computer in the Play ers column.
5.Click on the Ready button beside your name,and then click Launch to start the game.
6.At the start of the game,you are pr ompted to enter an Admin­istrator Passw ord for the game .This passw ord allows the admin­istrator to drop player s from the game,regardless of whether they passw ord protected their turns.
On the first turn,each play er is pr ompted to enter a passw ord for his or her civilization.This password pr e vents other players from playing that player’s turns.Pla yers with passw or d-pr otected ci vi­lizations must enter their passw ord before ev ery turn.If you don’t want to password protect your civilization,leave the field blank.
From this point on,gameplay is similar to a Tur n-Based game. After you complete each turn,you are pr ompted to sav e the game and exit.Note the name of your saved game file and the folder in which you sa ved it.After exiting Civilization III:Conquests,open your e-mail application,and e-mail the saved game as an attach­ment to the next play er.
Hot Seat
A Hot Seat game plays exactly like a T urn-Based game except that all players play on the same computer.After you complete your turn, the next player takes your place at the keyboard and takes his or her turn, and so on. There is no game timer in Hot Seat games.
To set up a Hot Seat game:
1.Select Hot Seat as the game type.
2.Select your civilization.(As the host,your name appears on the top line of the Play er Setup ar ea.)
3.For each human opponent, select Add Human Player in the Play ers column.A dialog appears that allows each player to enter his or her name and other information.After entering a name, players choose a civilization from the drop-down menu next to his or her name.
4.You can fill any vacant positions with AI players by selecting Computer in the Play ers column.
5.Click on the Ready button beside your name,and then click Launch to start the game.
6.At the start of the game,you are pr ompted to enter an Admin­istrator Passw ord for the game .This passw ord allows the admin­istrator to drop player s from the game,regardless of whether they passw ord protected their turns.
On the first turn,each play er is pr ompted to enter a passw ord for his or her civilization.This password pr e vents other players from playing that player’s turns.Pla yers with passw or d-pr otected ci vi­lizations must enter their passw ord before ev ery turn.If you don’t want to password protect your civilization,leave the field blank.
You must load a sav ed Hot Seat game from the Multipla yer Setup screen.If you load the game fr om the Main Menu,the game plays as if it were a single player game .
Note:
Diplomacy — communication with other civilizations — is handled differently in Hot Seat games.See “Multiplay er Diplo­macy”on page 64 for details.
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The In-Game Multiplayer Interface
Although most of the multiplay er interface is identical to that of the single-play er game,there ar e some notab le differences.
Multiplayer Information Display
The Multiplay er Information Display appears in the upper-right corner of the screen during multiplayer games.This interface pro­vides information about the players in the game and tracks turns and elapsed game time.
Player List
The Player List shows the civilization color, leader name, civi­lization name and current score for every play er (human and AI) in the game.By default, the Player List shows only your infor­mation. To expand the list to show information for all players, click on the Maximize/Minimize button.
A Turn Indicator icon appears next to your civilization when it is your turn in a Turn-Based or Hot Seat game.In Play by E-Mail games,the turn icon is alw ays next to y our civilization.In Simul­taneous Movement games, the icon appears next to all civiliza­tions and disappears when each player ends his or her turn.
Click on the Block Chat button to block selected civilizations from seeing y our chat messages.When the button sho ws a speech balloon, the selected civilization can see your chat messages. When the button is blank,chat is blocked to that ci vilization.This button has no effect in Hot Seat and Play b y E-Mail games.
Note:
The Block Chat button also blocks v oice chat.
Turn Clock
The T urn Clock graphically counts down the time remaining in the current turn.As time elapses,a bar fills the T urn Clock left to right.When the bar is completely filled,the turn ends.
The Tur n Clock is not active in Hot Seat and Play by E-Mail games, or in Tur n-Based and Simultaneous Movement games when the Game Speed is set to None.
When you receive a saved game, copy it into your Saves folder. Open Civilization III: Conquests and click Load Game on the Main Menu.Locate the saved game y ou just recei ved and load it. After you complete y our turn,you are prompted to sa ve the game and exit.This cycle continues — each play er taking his or her turn and sending the resulting saved game to the next player on the list — until the game is ov er.
Note:
Diplomacy — communication with other civilizations — is handled differently in Play b y E-Mail games.(See “Multiplay er Diplomacy”on page 64 for details.)
The Effects of Game Speed
The Game Speed, set by the host on the Multiplayer Setup screen,affects every game type differently.Note:Game Speed has no effect in Hot Seat and Play by E-Mail games.
• Turn-Based:
Game Speed determines the amount of time each play er has to complete his or her turn.When time elapses, the next play er’s turn begins.
• Simultaneous Movement:
Game Speed determines the amount of time all play ers have to complete each turn.When time elapses,the next turn begins for all players.
In all game types affected,the faster the Game Speed,the shorter the time between turns or production phases. Game Speed doesn’t correspond to any specific amount of time. As your civilization grows,the game automatically increases the amount of time availab le to you.
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• Emote Controls:
The multiplay er Diplomacy screen includes Happy,Neutral,and Angry buttons. These controls allow you to select the mood that your leader displa ys to y our opponent during the diplomatic exchange.
• Chat:
The chat section of the multiplayer Diplomacy screen allows you to exchange messages with your opponent during negotiations. Messages are displayed in the Message area. To send a chat message,type the message in the text entry field and press Enter.Chat exchanges that take place on the Diplomacy screen are betw een you and the pla yer y ou are negotiating with. Other play ers do not see them.
You place items on the negotiation table just as you do in a single-player negotiation.The status area of the Diplomacy screen shows whether or not y ou ha ve accepted y our opponent’s offer and vice-versa.As you add items to the negotiation table, the offer is automatically updated on your opponent’s screen.
Once the offer is on the table,you hav e the following options:
• Accept:
Notifies your opponent that you have accepted the offer currently on the table.When both you and your oppo­nent accept the offer,the negotiation ends automatically.
• Cancel:
Ends the negotiation immediately without accepting
the offer.
• Do Not Accept:
After you ha ve accepted the offer y ou can still change your mind by clicking Do Not Accept.You can only do this if your opponent has not y et accepted the offer.
Note:
When negotiating with AI civilizations in an y multipla y er game,negotiations are conducted just as they ar e in a single-play er game.
Hot Seat and Play by E-Mail
Diplomacy in Hot Seat and Play by E-Mail games is nearly iden­tical to diplomacy in other multiplayer game types but,because of the unique nature of the turn sequence in these game types, negotiations can stretch out over several turns instead of being concluded in a single turn.
Total Play Time
The Total Play Time indicator shows the total amount of elapsed time since the game began (in hours,minutes,and seconds).The Total Play Time indicator is not active in Hot Seat or Play by E-Mail games.
Multiplayer Diplomacy
Turn-Based, Simultaneous Movement
Diplomacy in multiplay er games w orks similarly to single-pla y er diplomacy,but there are a n umber of significant differences.
Initiating Diplomacy
In multiplayer games, you can initiate a diplomatic exchange with civilizations with which you ha ve contact at an y time.When someone attempts to start a diplomatic exchange with you,you are notified with a pop-up window.
You hav e a n umber of possib le r esponses available:
• Accept the envoy:
Select this response to begin a diplomatic
exchange with your opponent.
• Refuse to hear the envoy:
Select this response to notify your opponent that you are not interested in negotiating at this time.
• Contact Me Later:
This closes the window and informs the
contacting play er to try again later.
Conducting Negotiations
The multiplayer Diplomacy screen is very similar to the single­play er version with several important differences:
• No “They Offer” section:
The portion of the Diplomacy screen that displays the items available for your opponent to offer is not shown in multiplayer negotiations.When you ini­tiate a diplomatic exchange,you must propose a deal and it is up to your opponent to offer items in exchange.When your opponent proposes a deal,you can see only what he or she cur­rently offers you.
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Chatting
In LAN and Internet games, you don’t have to open formal diplomatic negotiations to talk to your opponents.You can con­verse with them at any time by using the Chat feature.To open the Chat window,press the [~] key .
You can use the Block Chat buttons to prev ent selected ci viliza­tions from seeing y our messages.
Note:
When you are negotiating with another player on the Diplomacy screen, your chat messages are automatically kept betw een you and the pla yer with whom you are negotiating.
If your computer is equipped with a microphone and you have Microsoft DirectVoice enabled on your computer,you can talk directly to your opponents while you play.Voice chat works for general chatting and during diplomatic negotiations.When the Diplomacy screen is open,only the person you are negotiating with can hear your v oice.
For tips on enabling and troubleshooting the voice chat,please refer to the ReadMe file.(See “The ReadMe File”on page 3.)
Chat Messages: Atari does not monitor, control, endorse, or accept responsibility for the content of chat messages. You are strongly encouraged not to give out identity or other personal information through chat message transmissions. Kids, check with your parent or guardian if you are concerned about any chat you receive.
In both game modes,you make contact with y our opponents just as you w ould in a single-play er game .When y ou initiate contact, the multiplay er Diplomacy screen appears.To negotiate a deal,do the following:
1.Select the items you want to put up for negotiation and close the Diplomacy screen.
2.The player with whom you initiated contact is pr esented with the multiplay er Diplomacy screen at the start of his or her next turn.Your opponent now has the opportunity to place his or her own items on the table for negotiation.Once this is done, he or she closes the Diplomacy screen.
3.On your next turn,the Diplomacy screen appears to sho w you what your opponent has offered you.
4.To accept the offer, click Accept.To renegotiate, decline the offer and change the items you wish to place on the table.
5. This process continues back and forth until you and your opponent agree to a deal.If y ou cannot agree to a deal,either one of you can end the negotiations at any time b y clicking on Cancel.
Note:
When negotiating with AI civilizations in an y multipla y er game,negotiations are conducted just as they ar e in a single-play er game.
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Unit Chart
Unit Cost ADM BRF Strategic Who Can
(Shields) Resources Build
Required
Ancient 0 3.2.2 Statue of Zeus Anyone Calvary
Ansar 60 4.2.3 Horses,Iron Arabs Warrior
Berserk 60 6.2.1 Scandinavians Carrack 40 2.2.3 T rans:3 Portuguese Chasqui 20 1.1.2 Inca
Scout Conquistador 70 3.2.2 Horses Spanish Cruiser 160 15.10.6 7.1.2 Oil Anyone Crusader 0 5.3.1 Knights Anyone
Templar Curragh 10 0.1.2 Anyone Dromon 30 2.1.3 2.1.2 Byzantines
T rans:2
Enkidu 10 1.2.1 Sumerians Warrior
Gallic 40 3.2.2 Iron Celts Swordsman
Guerilla 90 6.6.1 Anyone Hwach’a 40 0.0.1 8.1.1 Saltpeter Koreans Javelin 30 2.2.1 Has Mayans
Thrower Enslave Keshik 60 4.2.2 Horses Mongols Medieval 40 4.2.1 Iron Anyone
Infantry Modern 110 6.11.1 Oil,Rubber Anyone
Paratroopers Numidian 30 2.2.1 Carthaginians
Mercenary Sipahi 100 8.3.3 Horses,
Saltpeter Ottomans Swiss Mercenary 30 1.4.1 Iron Netherlands Three-Man 30 2.2.2 Horses Hittites
Chariot TOW 120 12.14.1 6.0.1 Anyone
Infantry Trebuchet 30 0.0.1 6.1.1 Anyone Flak Cannon 7 1.6.0 2 None Any one Mobile SAM 10 1.6.2 4 None Any one
Keyboard Shortcuts
Unit Movement
Action Keyboard Shortcut
Move all units as a stack J or X Move units of selected type as a stack Ctrl-J or Ctrl-X
Unit Orders
Order Keyboard Shortcut
Automated Precision Bombing Shift-P Build Airfield Ctrl-Shift-A Build Outpost Ctrl-O Build Radar Tower Ctrl-T Rename Unit Shift-N Clear W etlands (Jungle/Marsh) Shift-C Clear Damage Shift-C Pillage Shift-P Air Drop (paratroopers and helicopters) P Build Barr icade Ctrl-F Clear Forest Shift-F
Miscellaneous Commands
Action Keyboard Shortcut
Cycle Cities—Next City .(period) Cycle Cities—Previous City ,(comma) Cycle Cities—Next City in Disorder Shift-.(>) Cycle Cities—Previous City in Disorder Shift-,(<) Cycle Units—Next Unit ] Cycle Units—Previous Unit [ Cycle Units—Next Unit of Selected Type Shift-] (}) Cycle Units—Previous Unit of Selected Type Shift-[ ({) Espionage Screen Shift-E Zoom/Unzoom Map Z Initiate Chat (Multiplayer) ~ Force GoTo's and Automoves (Multiplayer) Ctrl-U Center Screen on Message (Multiplayer) Shift-X
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Paul Murphy Rob Cloutier Ryan Murray Scott Jacobi Steve Ogden Susan Meier Theresa Bogar
Firaxians
Special Thanks
Atari & Breakaway Games for helping to make this game a reality!
All of the Public Beta T esters and Civilization Fans that made this possible!!!
Mom,Dad, Jason, and Beryl – thank you for the support ov er the years!!
Breakaway Games
Ed Beach
Producer
Andy House Norb Timpko
Programming
Steve Langmead
Art Director
Mike Phillips
Lead Artist
Bill Ahlswede Stephen V arga Russell V accaro Todd Brizzi Erroll Roberts Adam Chacey Tiffany T an
Artists
Charlie Kibler Robert W aters Ed Beach Ananda Gupta Bob T aylor Adam Bryant
Designers
Melissa Sawicki
Quality Assurance Manager
Ananda Gupta Dan Hinks Meredith Meadows Bob T aylor Grant Frazier Shaun Seckman
Quality Assurance
Special Thanks
Jan van der Crabben (Thamis) -
Rise/Fall of Rome maps,Ostrogoth names
Katya Whitmey er (Uma Palata) -
Russian city names
Michael Soracoe (Sulla) - Fall of
Rome histories
Michael Garfield
Civilopedia help
Richard F. Jensen (Kal-el) - Age of
Discovery map
Atari
Tom Zahorik
Producer
Jeff Foley
Senior Brand Manager
Bob W elch
Executive Producer
Paul Hellier
Director of Technology
Peter Matiss
Director of Marketing
Steve Martin
Director of Creative Services
Elizabeth Mackney
Director of Editorial & Documentation Services
Kurt Carlson
Documentation Specialist
Firaxis Games
Sid Meier
Creator of Civiliza­tion and Director of Creative Development
Jeffery Briggs
CEO/President & Lead Designer for Civilization III series
Steve Martin
Chief Operating Officer
Jesse Smith
Producer & Designer
Mike Fetterman
Associate Producer & Designer (Original Design – Sengoku)
Ed Piper
Production Assistant & Designer
Mike Gibson
Art Director
Soren Johnson
Lead Designer, Civilization III
Greg Foertsch
Modeling and Texturing Support
Steve Chao
Animation Support and Intro Video
Ed Lynch Mark Cromer Jeff & Sid
Victory Video Creation
Russell V accarro Jerome Atherholt Mike Bates Dorian Newcomb Alex Kim Marc Hudgins
Additional Art Support
David Evans
Directory of Software Development
Patrick Dawson Mike Breitkreutz
Programming
Mark Cromer
Composer & Lead Sound Engineer
Michael Curran
Sound Engineer
Lindsay Riehl
Director of Marketing, Public Relations
Kelley Gilmore
Communications Manager
Barry Caudill
Q.A.Manager
Jeff Morris Dan Magaha
Production Support
Brian Busatti Casey O'Toole David McKibbin Deborah Briggs Dennis Moellers Don W uenschell Donna Milesky Eric Macdonald Greg Cunningham Jacob Solomon Jon Marro Josh Scanlan Megan Quinn Mike Bazzel Nick Rusko-Berger
70 71
CREDITS
Civilization III:Conquests is the result of an enormous number of highly talented and wonderful people focusing their efforts tow ar d one goal.Thank you.
Page 38
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If you would like to chat with other gamers,as well as developers,visit our Com­munity Forum area at:
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Kids, check with your parent or guardian before visiting any web site. Chat Messages: Atari does not monitor, control, endorse, or accept responsibili-
ty for the content of chat messages. You are strongly encouraged not to give out identity or other personal information through chat message transmissions. Kids, check with your parent or guardian if you are concerned about any chat you receive.
Use of Atari web sites is subject to terms and conditions,which you can access at:
www.us.atari.com/terms_of_service.asp
TECHNICAL SUPPORT (U.S. & Canada)
Help Via the Internet
Up-to-the-minute technical information about Atari products is generally av ail­able 24 hours a day, 7 days a week via the Internet at:
http://www.atarisupport.com
Through this site you’ll have access to our
FAQ
(Frequently Asked Questions)
documents, our
FTP
(File Transfer Protocol) area where you can download
patches if needed,our
Hints/Cheat Codes
if they’ re av ailable ,and an
E-Mail
area where you can get help and ask questions if y ou do not find y our answ ers within the
FAQ
.
Note:
In the event we must send you a Hint Sheet,FAQ document, patch or update disc via E-mail, we may require verifiable consent from a parent or guardian in order to protect childr en’s privacy and safety online.Consent Forms are availab le at the web site listed above.
Paul Collin
Copywriter
Michael Gilmartin
Director of Publishing Support
Michael Craighead
Director of Quality Assurance,North America
Ken Ford
I.T.Manager/ Western Region
Michael V etsch
Manager of Technical Support
Kurt Boutin
Senior Q.A.Testing Manager
Randy Lee Bill Carroll
Q.A.Testing Managers
Jennifer Kaczor
Lead T ester
Michael Krapovicky
Assistant Lead
Brett Penkul Jessika Murphy Philip Allers Jay Odachowski Bobby Gilkerson Jared Sorensen Tim Franson Erik Jeffery Tam Vo
Testers
Dave Strang
Compatibility Lab Supervisor
Chris McQuinn
Compatibility Test Lead
Randy Buchholz Jason Corder o Mark Florentino Cuong Vu
Compatibility Analysts
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END-USER LICENSE AGREEMENT
IMPORTANT — READ CAREFULLY: Please be sure to carefully read and understand all of the rights and restrictions described in this End-User License Agreement (“EULA”).
AGREEMENT
This document is an agreement between you and Atari, Inc. and its affiliated companies (“Company”). The enclosed software game disc(s), cartridge or Game Pak (“Software”) and any accompanying print­ed materials are licensed to you only on the condition that you accept all of the terms contained in this EULA.
By opening this package and installing or otherwise using the Software you agree to be bound by the terms of this EULA. If you do not agree to the terms of this EULA you may not install or use the Software and within 15 days of purchase you must call the Tech Support telephone number listed in the manual accompanying the Software (the “Manual”). Select the Automated Phone System’s Main Menu option for Consumer Services and follow the prompts.
You will be given a Return Merchandise Authorization number (RMA #) by the technician. You then have 15 days from the date of this contact to return the Software in its protective covering, the Manual and the original sales invoice to the address supplied to you.
If this is a PC product, when you install the Software you will be asked to review and either accept or not accept the terms of the EULA by clicking the “I Accept” button. By clicking the “I Accept” button you acknowledge that you have read the EULA, understand it and agree to be bound by its terms and conditions.
COPYRIGHT
The Software is protected by copyright laws and international copyright treaties, as well as other intel­lectual property laws and treaties. All title and copyrights in and to the Software (including but not lim­ited to any images, photographs, animations, video, music, text and “applets” incorporated into the Software) and any printed materials accompanying the Software are owned by the Company or its Licensors.
GRANT OF LICENSE
The Software is licensed and not sold to you and its use is subject to this EULA. The Company grants you a limited, personal, non-exclusive license to use the Software in the manner described in the user documentation. The Company reserves all rights not expressly granted to you in this EULA.
PERMITTED USES
1. If the Software is configured for loading on a hard drive, you may install and use the Software on a
single computer.
2. You may make and maintain one copy of the Software for backup and archival purposes, provided
that the original and copy of the Software are kept in your possession.
3. You may permanently transfer all your rights under this EULA, provided you retain no copies, you
transfer all of the Software (including all component parts, the media and printed materials and any upgrades) and the recipient reads and accepts this EULA.
RESTRICTIONS
1. You may not delete or obscure any copyright, trademark or other proprietary notice on the Software
or accompanying printed materials.
2. You may not decompile, modify, reverse engineer, disassemble or otherwise reproduce the Software.
Help Via Telephone in the United States & Canada
For phone assistance, call
Atari Technical Support
at
(425) 951-7108
. Our Interactive Voice Response system is generally a vailable 24/7,providing automated support solutions immediately .
Great News! W e’v e impr ov ed our Automated Systems so that y ou can get product­specific Troubleshooting help more quickly.All you need to do is enter the prod­uct’s
Part #
when prompted to do so. This will take y ou directly to all of our known
issues and solutions for this title.The product’s
Part # is
located in several places (on the CD label,package and/or plastic disc case) and is usually identified by a num­ber such as
04-12345
.When prompted by the Automated System,enter the
last five
digits
of your product’s Part #.(For example,Part # 04-12345 would require that
you enter the “12345” portion of the number for that product.)
Note:
Some
products simply feature a five-digit Part # without an “04-”prefix. Live support is generally available Monday through Friday, 8:00 AM until 6:00
PM (Pacific Time).
Note:
We may be closed on major holidays.
Before making your call,we ask that you be at your computer, have the follow­ing information available,and be ready to take notes:
• System Make and Model
• Processor T ype
• Operating System,including version number if possible
(such as Windows
®
98;Windows®Me)
• RAM (Memory)
• Video and sound card data and drivers
• Any screen or error messages you’ve encountered
(and where)
Product Return Procedures in the United States & Canada
In the event our technicians at
(425) 951-7108
determine that you need to for­ward materials directly to us, please include a brief letter explaining what is enclosed and why. Make sure you include the Return Merchandise Authoriza­tion Number (RMA#) supplied to you by the technician,and your telephone number in case we need to call you.You will receive the mailing address when the technician gives you the RMA#.Any materials not containing this RMA# will be returned to you unprocessed.
Warranty Policy in the United States & Canada
If our technicians determine that the product storage medium is found to be defective within ninety (90) da ys of original purchase,(unless otherwise provided by applicable law),Atari will replace the item free of charge,to the original pur­chaser,if the item is accompanied b
y the original dated receipt and packaging.
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LIMITATION OF LIABILITY IN NO EVENT WILL THE COMPANY OR ITS EMPLOYEES OR LICENSORS BE LIABLE FOR ANY INCI-
DENTAL, INDIRECT, SPECIAL, CONSEQUENTIAL OR PUNITIVE DAMAGES, OR ANY DAMAGES WHATSOEVER (INCLUDING, WITHOUT LIMITATION, DAMAGES FOR INJURY TO PERSON OR PROPERTY, FOR LOSS OF PROFITS, BUSINESS INTERRUPTION, LOSS OF BUSINESS INFORMA­TION, LOSS OF PRIVACY, FAILURE TO MEET ANY DUTY AND NEGLIGENCE) ARISING OUT OF OR IN ANY WAY RELATED TO THE USE OR INABILITY TO USE THE SOFTWARE, EVEN IF THE COMPA­NY OR AN AUTHORIZED REPRESENTATIVE OF THE COMPANY HAS BEEN ADVISED OF THE POSSI­BILITY OF SUCH DAMAGES. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF LIABIL­ITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE EXCLUSION MAY NOT APPLY TO YOU.
IN NO EVENT WILL THE LIABILITY OF THE COMPANY FOR DAMAGES WITH RESPECT TO THE SOFTWARE EXCEED THE AMOUNTS ACTUALLY PAID BY YOU FOR THE SOFTWARE.
CHOICE OF LAW AND VENUE
This EULA is governed by the laws of the United States of America and the State of New York, exclusive of its conflicts of law provisions. The exclusive venue for litigation regarding or arising from this EULA is New York County, New York and you agree to submit to the Jurisdiction of the courts of New York County, New York for any such litigation.
MISCELLANEOUS
If any provision or portion of this EULA is found to be unlawful, void, or for any reason unenforceable, it will be severed from and in no way affect the validity or enforceability of the remaining provisions of the EULA.
This EULA constitutes the entire agreement between you and the Company regarding the Software and its use.
3. You may not copy, rent, lease, sublicense, distribute, publicly display the Software, create derivative
works based on the Software (except to the extent expressly permitted in the Editor and End-User Variation section of this Agreement or other documentation accompanying the Software) or otherwise commercially exploit the Software.
4. You may not electronically transmit the Software from one computer, console or other platform to
another or over a network.
5. You may not use any backup or archival copy of the Software for any purpose other than to replace
the original copy in the event it’s destroyed or becomes defective.
EDITOR AND END-USER VARIATIONS
If the Software includes a feature that allows you to modify the Software or to construct new variations (an “Editor”), you may use such Editor to create modifications or enhancements to the Software, includ­ing the construction of new levels (collectively the “Variations”), subject to the following restrictions. Your Variations: (i) must only work with the full, registered copy of the Software; (ii) must not contain modifications to any executable file; (iii) must not contain any libelous, defamatory or other illegal mate­rial, material that is scandalous or invades the rights of privacy or publicity of any third party; (iv) must not contain any trademarks, copyright-protected work or other property of third parties; and (v) may not be commercially exploited by you, including but not limited to making such Variations available for sale or as part of a pay-per-play or timesharing service.
TERMINATION
This EULA is effective until terminated. You may terminate this EULA at any time by destroying the Software. This EULA will terminate automatically without notice from the Company if you fail to com­ply with any provisions of this EULA. All provisions of this EULA as to warranties, limitation of liabili­ty, remedies and damages will survive termination.
LIMITED WARRANTY AND DISCLAIMER OF WARRANTIES
You are aware and agree that use of the Software and the media on which is recorded is at your sole risk. The Software and media are supplied “AS IS.” Unless otherwise provided by applicable law, the Company warrants to the original purchaser of this product that the Software storage medium will be free from defects in materials and workmanship under normal use for ninety (90) days from the date of purchase. The warranty is void if the defect has arisen through accident, abuse, neglect or misapplica­tion. If the Software fails to conform to this warranty, you may at your sole and exclusive remedy , obtain a replacement free of charge if you return the defective Software. Follow the Product Return Procedures described in the Manual. The Company does not warrant that the Software or its operations or func­tions will meet your requirements, or that the use of the Software will be without interruption or error.
TO THE FULLEST EXTENT PERMISSIBLE UNDER APPLICABLE LAW, EXCEPT FOR THE EXPRESS WARRANTY SET FORTH ABOVE, THE COMPANY DISCLAIMS ALL WARRANTIES, EXPRESS OR IMPLIED, INCLUDING AND WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF MER­CHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. EXCEPT FOR THE EXPRESS WARRANTY SET FORTH ABOVE, THE COMPANY DOESNOT WARRANT, GUAR­ANTEE OR MAKE ANY REPRESENTATION REGARDING THE USE OR THE RESULTS OF THE USE OF THE SOFTWARE IN TERMS OF ITS CORRECTNESS, ACCURACY, RELIABILITY, CURRENTNESS OR OTHERWISE. SOME JURISDICTIONS DO NOT ALLOW THE EXCLUSION OF OR LIMITATIONS ON IMPLIED WARRANTIES, SO THE ABOVE EXCLUSIONS AND LIMITATIONS MAY NOT APPLY TO YOU.
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Fortification,38 Fortress,26
G
Galley, 42 Gallic Swordsman,19, 42 Game
Limits,7, 11,54 Mode,5, 11,50, 53,56-57 Rules,6, 45,53, 56 Speed,53, 59,62-63
Timer,60 GameSpy, 47-49,51 Golden Age,36 GoTo order, 30 Government type,36 Great W onders,14, 38 Guerilla, 39,69
H
Hall of Fame,12-13 Histograph screen,45 Hittites,20, 43,69 Hot Seat,6, 47,60, 62-65 Hwach'a,21, 43,69
I
Incans,15, 20,69 Industrial Age, 28, 39 Info Box,29, 33,59 Internet, 4,47-49, 51-53,56-57, 67,75 Internet Great Wonder,7, 29,36
J
Jav elin Throw er,21, 27,43 Join button,51
K
Keshik,22, 43,69 Keyboard shortcuts,68 Kick Player button, 55 Knights T emplar,7,28, 36,40 Koreans,21
L
LAN,4, 6,47-48, 51-53,57, 67 Load Game,5, 62 Loading Scenario,12 Locked Alliance,12, 16
M
Main Menu,5, 7,12, 51,60, 62,78 Main Preferences,9 Marshland, 38 Masonry,25,27, 37 Mass Production,28 Mass Regicide,11, 46 Mathematics,21, 27,36 Mausoleum of Mausollos,7, 27,36 Mayans,15, 21 Medieval Infantry, 39 Middle Ages,15, 24,28, 39,42, 44 Mobile SAM,29, 41,69 Modern Paratroopers,40, 68-69 Mongols,23, 43,69 Multiplayer
Diplomacy, 62, 64-66 Game T ypes,52-53, 56,65 Information Display, 63 Lobby, 51-53,55-58 Mode menu,51 Session List,51-53, 57 Setup screen,45, 53,55-57, 60,62 Staging Window ,53
N
Nationalism,16, 28,35 Netherlands,16, 28,44, 69 Numidian Mercenary, 19,43
O
Orders,30, 59 Ottomans,23, 44,69 Outpost,37
P
Philosophy, 21,27, 36 Play by E-Mail,6, 47,51, 61-65 Player Setup screen, 10, 44-45,55-56 Policemen,7, 35
79
A
Advanced Unit Actions, 9,32 Age of Discovery, 22,73 Agriculture, 21,25 Airfield,28, 37,68 Ansar W arrior, 18,41 Ancient Cavalry, 36,40 Arabs,15, 18 Archer,30, 43 Auto Bombing,31 Auto Precision Bombing,31 Automate W orker ,32 Aztecs,15, 26
B
Barbarians, 10,11, 14,46, 54 Barricade, 27,38, 68 Battlefield,50 Battleship,40 Berserk, 24,41, 69 Bombardment,31, 35,38, 43,50 Byzantines,18, 27
C
Capture unit,46 Capture the Princess, 11,46 Carrack, 23,28, 42,69 Carthaginians, 19,69 Cavalry, 36,40, 42,44 Celts,19, 26,42, 69 Chasqui Scout,20, 42 Carthage,14, 19,26 Chariot, 20,27, 43,69 Chat,48-49, 51,53, 56-58,63, 65,67-68
Block,63, 67 Chivalry, 28,36 Choose Y our World screen, 54 City Governor,29 City Specialists,7, 35 Civ Content,12, 53-54 Civil Engineer,7, 28,35 Civil Defense,7, 28,35
Civilopedia,6, 8,33 Clear Damage,38, 68 Clear Forests,32 Clear W etlands,32, 38 Colonies,37 Commerce,11, 26,38 Commercial Dock,26, 35 Conquests Menu,7 Conquistador,24, 42,69 The Corporation, 28 Corruption, 14,27, 35 Crusader,36, 40,69 Cruiser,28, 40,69 Curragh, 27,40, 69 Custom rules, 12 Customize multiplayer,50 Cycle Cities,29-30 Cycle Unit,29-30
D
Dark Ages,21 Despotism,18-20, 22-24,27 Destroyer,40 Diplomacy, 60, 62,64-67 Dromon,18, 27,42, 69 Dutch,6, 15-16,22
E
Editor,7, 13,44, 46,79 Embassy, 33 End T urn button,59 Enkidu W arrior, 25,42 Enslavement,21, 31, 44 Espionage,28, 33-34,68 Explorers,28, 42
F
Factories, 38 Fame Screen,12 Fascism,7, 20,23, 28 Feudalism,7, 18,21, 28,39 Filters screen,52 Firewall,47, 49 Flak Cannon,28, 41,69
78
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Polytheism,27, 36 Portuguese,16, 23,28, 69 Precision Bombing,31, 68 Preferences screen,9, 31-32 Preserve Random Seed option,10 Privateers, 15 Production,11, 21-22,27-28, 35,39,
59,62
bonuses,35
phases,62
R
Radar T ow er,28,37, 68 Radio,28, 37 Rally Points,31 ReadMe file,3, 29,67 Ready button,55, 58,60-61 Regicide,11, 45-46 Rocketry, 29, 41 Rome,6, 14,18, 73
S
Sacrificing units, 31 Save, 10,61-62 Scandinavians,24, 41,69 Scenario Files menu, 12 Scientific Great Leader,39 Seafaring, 6,18-19,
22-24,26 Secret Police HQ, 28, 36 Sedentary option, 10 Simultaneous Movement, 53, 59,62-63 Sipahi,23, 44,69 Small W onder,28, 35-36 Spanish,24 Spearman, 30,43-44 Spy, 33-34 Stacked units,30, 50 Staging Window ,53, 56-57 Start button, 3-4, 7 Statue of Zeus,7, 27,36, 40,69 Stealth Attack,44 Steam Power,28, 36 Stock Exchange,7, 28,35
Sumeria, 25,27 Swiss Mercenary, 22,28, 44, 69 Swordsman,19, 39,42, 69
T
Tec h Tre e,2,6 ,8,2 7 Temple of Artemis, 7,27, 36 Three Man Chariot, 43 Toggle Units, 30 Tour ist attractions, 36,38 Tour nament game type, 50 TOW Infantry,29, 39 Tracks, 63 Trade,18-21, 23-25,32, 35 Trade Network,32 Transport, 9,30 Trebuchet,28, 40,69 Tribe-Specific Units, 41 Turn Clock, 63 Turn-Based game type, 52-53, 59
U
Unit action buttons,9, 30-32,37 Unit Chart, 2,69
V
Victory Conditions, 2, 7-8,11-12, 44,52, 54,56-57
Volcanoes,38
W
Wall Street,35 Wonders, 7,11, 14,
25-26,35, 37-38,46 Worker actions,2, 35,37
80
© 2003 Atari Interactiv e,Inc.All Rights Reserved.
All trademarks are the property of their respective owners.
Sid Meier’s Civilization,Civ and Civilization are
U.S. registered trademarks.
Windows is either a registered trademark or trademark of
Microsoft Corporation in the United States and/or other countries.
Pentium is a trademark or registered trademark of Intel Corporation or
its subsidiaries in the United States and other countries.
Uses Bink Video.Copyright © 1997–2003 by RAD Game Tools, Inc.Uses
Miles Sound System.Copyright © 1997–2003 by RAD Game Tools, Inc.
This product contains software technology licensed from GameSpy Industries,
Inc.© 1999–2003 GameSpy Industries,Inc .All rights reserved.
Firaxis Games is a trademark of Firaxis Games,Inc.
09193
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Civ III®: Conquests
Manual Back Cover for Windows
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