Civilization Iii - Quality Medical Supplies Manufacturer - China Medical Bandage
Gameplay
Gameplay
Empire management
Configuring city resources in Civilization III
The game focuses around a core of cities that provide the necessary production to advance the player's empire. The cities contain a certain number of citizens that draw production from the surrounding land.
Shields (units of production) are used to build improvements, units, and wonders.
Food is used to grow the player's cities. Each citizen requires two food units per turn to survive, and excess food is stored. Once the food storage fills up, it is emptied and the city gains a citizen. Some food may be stored in the optional granary city improvement, which does not deplete when the city grows.
Commerce is used to generate money for the player's economy. The player can take a certain percentage of his or her economy each turn and allocate it to scientific research or to the happiness of his or her citizens.
Each city's citizens have a certain mood (happy, content, unhappy, or resisting). If there are more unhappy than happy citizens in a city, the city falls into civil disorder and all production ceases and no food is stored; if a city remains in civil disorder for too long, improvements may be destroyed by the unruly mob. On the other hand, if a city has more happy citizens than content ones, and no unhappy ones, the city will throw a celebration for the ruler called We Love the King Day and economic benefits ensue. Any commerce that is not allocated to scientific research or to happiness is placed in the treasury as gold coin.
The worker unit is used to improve the land by building various improvements on terrain squares. Mines increase shield production, irrigation increases food, and roads increase commerce and reduce movement costs (to 1/3 of a point) for all allied land units using them. Later in the game the player can build railroads, which provide almost unlimited movement for all allied land units, as well as increasing the output of mines and irrigation on the same tile.
Scientific research
One of the major features of gameplay is scientific research. Completing the research of a new technology will make available new units, city improvements and wonders of the world, as well as special bonuses and abilities, that are related to the technology.
The technology tree is divided into four ages (Ancient Age, Middle Ages, Industrial Age, and Modern Age); each age requires the research of specific technologies to advance to that age. Additionally, there are technologies that are not required to advance to the next age, but which provide useful bonuses that are often essential for good empire management, or may provide different alternatives to it.
A science slider is used to allocate money from the economy to scientific research, and can be set at 10% increments. City improvements such as libraries, universities, and research labs also increase scientific research, as do some wonders (such as Newton's University).
Technologies can also be traded to and from other civilizations in return for money, resources, luxury goods or other technologies. Technologies acquired in this way can in turn be exchanged (also called 'technology brokering') for other new technologies by contacting one or more other civilizations. In this way a civilization may, in one turn, experience a considerable jump in its technological development.
Citizens
Citizens are the people who work in a city. There are four kinds in Civ III: Laborers, Entertainers, Tax Collectors and Scientists. Laborers work the land tiles within the city radius to produce food, shields and commerce. A Laborer changed into an Entertainer reduces production by removing a Laborer from working a city tile, but increases happiness (or reduces unrest) in the city. Tax Collectors and Scientists function in a similar manner; taking a citizen away from working a city tile and re-dedicating them to produce money or science. If there are more citizens in a city than available land tiles to work, the extra citizens automatically become Entertainers.
Civil Disorder
Civil disorder is caused when more citizens are unhappy than are happy. During Civil Disorder, the city does not produce any commerce (and thus science) or shields (meaning no unit/building production), but food production continues. Civil Disorder continues until additional sources of happiness are added to the city.
One of the primary distinctions between the difficulty levels is the ease with which cities fall into civil disorder. On a given difficulty level, a certain number of citizens are content by default, and all others produced in excess of that number become unhappy. As the difficulty level increases, the number of content citizens decreases from 6 to 1, making city management more difficult and forcing one to sacrifice resources to entertainment, either by having citizens specialize as entertainers (and thus producing no resources) or by detracting much-needed funding from scientific research.
Culture
Culture is a new feature in Civ III; it did not exist in previous versions of Civilization. Each city in Civilization III has a cultural rating, which is the city's influence over local terrain. Essentially, the culture's outer edge, or "border", acts as the boundary of each civilization's empire. When a city is created it has a culture rating of 1, which allows influence over the closest 8 squares only (a sphere of influence 1 square in radius). As the city's culture rating increases, so does its sphere of influence, bringing more territory under the player's control.
In addition to influencing territorial borders, culture serves two other purposes. One is allowing the peaceful takeover, better known as 'culture flipping', of nearby foreign cities by influencing its citizens with another civilization's culture. This 'flipping' could happen in Civilization, but the process is easier to perceive and influence in Civ III. Conquest through culture is preferable to military conquest as it does not affect a civilization's reputation in the global community. In addition, a civilization can win the game by having a very strong culture total.
Culture is increased each turn based on what city improvements and wonders, such as a Temple or the Hanging Gardens, have been built in that city. Cultural buildings are important as they can also prevent unhappy citizens and thus prevent civil disorder.
Civilizations
Every civilization starts with certain special abilities, specifically two traits that give them bonuses that help in corresponding areas of gameplay; they also determine what two technologies the civilization begins the game with. Each civilization has a special unit that is unique to their civilization and is typically a slightly improved replacement of a standard unit; these units usually have a historical basis (for example: the Japanese unique unit, which replaces the standard knight, is the samurai).
Civilization III
Colour
Civilization
Qualities
Starting Advances
Special Unit
Leader
Capital
America
Industrious,
Expansionist
Masonry,
Pottery
F-15 (replaces Jet Fighter)
Abraham Lincoln
Washington
Aztecs
Militaristic,
Religious (in Conquests, Agricultural)
Warrior code,
Ceremonial Burial
Jaguar Warrior (replaces Warrior)
Montezuma II
Tenochtitlan
Babylon
Religious,
Scientific
Ceremonial Burial,
Bronze Working
Bowman (replaces Archer)
Hammurabi
Babylon
China
Militaristic,
Industrious
Warrior code,
Masonry
Rider (replaces Knight)
Mao Zedong (in the Chinese version of the game- Taizong)
Beijing
Egypt
Industrious,
Religious
Masonry,
Ceremonial burial
War Chariot (replaces Chariot)
Cleopatra VII
Thebes
England
Expansionist (in Conquests, Seafaring), Commercial
Warrior code, Alphabet
Man-o-war (replaces Frigate)
Elizabeth I
London
France
Industrious, Commercial
Masonry, Alphabet
Musketeer (replaces Musketman)
Joan of Arc
Paris
Germany
Militaristic,
Scientific
Warrior code,
Bronze Working
Panzer (replaces Tank)
Otto von Bismarck
Berlin
Greece
Scientific,
Commercial
Bronze working,
Alphabet
Hoplite (replaces Spearman)
Alexander the Great
Athens
India
Religious,
Commercial
Ceremonial burial,
Alphabet
War Elephant (replaces Knight)
Mahatma Gandhi
Delhi
Iroquois
Expansionist,
Religious (in Conquests,
Commercial,
Agricultural)
Pottery,
Ceremonial Burial
Mounted Warrior (replaces Horseman)
Hiawatha
Salamanca
Japan
Militaristic, Religious
The Wheel, Ceremonial Burial
Samurai (replaces Knight)
Tokugawa Ieyasu
Kyoto
Persia
Scientific, Industrious
Bronze working, Masonry
Immortals (replaces Swordsman)
Xerxes I
Persepolis
Rome
Commercial,
Militaristic
Alphabet,
Warrior code
Legionary (replaces Swordsman)
Julius Caesar
Rome
Russia
Expansionist,
Scientific
Pottery,
Bronze Working
Cossack (replaces Cavalry)
Catherine II the Great
Moscow
Zululand
Militaristic,
Expansionist
Pottery,
Warrior code
Impi (replaces Spearman)
Shaka Zulu
Zimbabwe
Wonders of the world
As in previous editions of Civilization, there are Great Wonders that are unique throughout the world and can only be built after the prerequisite technologies have been researched. Wonders provide a variety of major benefits to a specific city, all cities on a continent or to an entire empire. In each different age there are different wonders available.
Civilization III also added Small Wonders, which can be built once by each civilization. Small Wonders have, for the most part, a sociological requirement to construct them, as well as a technological requirement. Battlefield Medicine, for example, requires that five of the player's cities have hospitals before building, as Wall Street requires 5 banks in the player's cities in order to begin building.
When a civilization captures a city with a Small Wonder, it is automatically destroyed; Great Wonders in captured cities are only destroyed if the city is razed. If a Great Wonder is destroyed, it can never be rebuilt. Some examples of wonders are the Pyramids, The Great Wall, and The Colossus, and some examples of small wonders are Wall Street, the Forbidden Palace and The Pentagon.
Improvements
Improvements are things that help cities grow. However, all improvements need a certain technology to build them and have a maintenance fee. An improvement can be destroyed when the city it is built in is bombarded. Fortunately, it can be rebuilt, unlike wonders. Some examples of improvements are: Bank, Granary, Cathedral, Barracks and Temples.
Nationality
Citizens may be of different nationality.
Citizens have a nationality based upon the civilization under which they were 'born.' Citizens have a 'memory' of their nationality and will consider themselves members of their previous civilization until they are assimilated into their new civilization. The time it takes for this change to occur is based upon the relative cultures of both civilizations, taking less time the more the culture of the new civilization is stronger than the previous civilization's. For example, if Persia captures a French city, its citizens will retain their French nationality until they are assimilated into the Persian culture, although they will live and work under Persian control. Foreign citizens become unhappy if their ruling country is at war with their country of birth and may remain so for some time afterward. This gives recently-captured cities a high potential for rebellion. Otherwise, they are equally productive. Units that are captured, such as workers and artillery, also retain their nationality. Workers are less efficient than 'native' units, and artillery are unable to be upgraded; they have no upkeep cost, however.
Combat
Combat is an important aspect of the game, and, although not required to win, it is nearly impossible to go through a full game without experiencing warfare at least once. Each unit begins as a "regular" (with 3 hit points) and can gain experience and be promoted through battles. Below regular is "conscript" (with 2 hit points); barbarian tribes will occasionally generate conscript units, and a city may also institute a draft to produce conscript units at the cost of some of the city population. Above regular is "veteran" (with 4 hit points) and finally "elite" (with 5 hit points). If a city has a barracks (or harbor for naval units, or airport for air units), it will produce veteran units instead of regulars.
Each unit has an attack and defense value that is compared against another unit's appropriate value (attack vs defense) to determine the winner of each battle. Certain terrain types, as well as large cities, defending across a river, and fortifying a unit provide additional defensive bonuses (e.g. a mountain has a 100% defensive bonus, so a unit with 3 defense will be considered to have 6 defense when defending on a mountain). Ultimately, a random number generator (RNG) determines the outcome of each battle, so it is therefore possible (although rare) for a Bronze Age Spearman to defeat a Modern Age Modern Armor, a fact that was very highly criticized by fans and was partially the reason that led to a total redesign of the combat system for Civilization IV[citation needed]. This issue was supposedly dealt with in Civilization II with the addition of firepower and hit points.
Another important aspect of combat is bombardment, which can be done by artillery units (catapult, cannon, artillery and radar artillery), air units, and more advanced naval units (destroyer, battleship, etc). Bombardment can soften a target before it is attacked, and, if attacking a city, may kill some of the population or destroy certain city improvements. Certain units have the ability to kill other units through bombardment (known as "lethal bombardment").
When an elite unit wins a battle against an enemy unit, there is a small chance that it will produce a Great Leader. A Great Leader has the ability to create an Army, which has the ability to "load" up to three units (four if the player has built The Pentagon). An Army fights as one unit and combines the hit points of all the individual units loaded into it. Once units have been loaded into the Army, however, they cannot be removed or upgraded, but they do gain additional battle experience - however, an elite unit in an army cannot generate leaders. A Great Leader can also be used to hurry the building of a project; this is the only way to hurry production of a Great Wonder.
Resources
In Civilization III, there are three types of resources. Each type of resource can be found only on certain types of terrain and can provide a bonus to shields, food, or commerce if found within the city radius and worked by a citizen. Bonus resources exist specifically for this purpose, while luxury and strategic resources provide other benefits as well; luxury and strategic resources may be traded, while bonus resources may not. Resources must be 'connected' to a civilization's infrastructure (via a road or railroad) and must be within that civilization's cultural border to be utilized; a resource outside of the cultural border can still be utilized by connecting a road to it and building a colony (colonies are easily destroyed and are targeted by barbarians, so they must be defended).
Luxury resources contribute to a civilization's overall happiness; each luxury makes at least one content citizen happy per city. The effects of multiple luxuries of one type do not stack, for example, if a civilization has two wines connected, only one will provide a bonus; the other is available for trading. Building a marketplace greatly increases the effect of luxuries on that city beyond the second luxury. Keeping citizens happy is important and prevents the city from falling into civil disorder.
Strategic resources are resources required to train certain units or construct certain city improvements or wonders. A certain technology is required to unlock these resources, and they are often necessary for good empire management. Perhaps the most important resource is iron, which is useful from the moment it first appears on the map until the end, as it is a prerequisite for constructing railroads along with coal. Like luxuries, strategic resources do not stack and can be traded.
Corruption
Though corruption existed in Civilization I and II, it has been made much more severe in Civilization III. In addition to the commerce-decreasing corruption, Civilization III includes waste (Note: Civ II includes waste as well, but it is considerably less severe), which decreases a city's productivity. The productivity of a city, measured in 'shields', is used to build units, city improvements and wonders, with each unit or structure costing a certain number of shields. Shields can have two colors: blue or red. The blue shields represent actual production, while red ones represent production lost to waste. In general, the farther a city is from the capital, the greater the waste will be. It is not uncommon for far-flung cities to have red shields that far outnumber the blue ones. The levels of corruption and waste are dependent on the system of government of a civilization and the distance the city is away from the civilization's capital city. Uniquely, in the communist system, corruption and waste are essentially spread equally amongst all cities. Also, depending on the map size and difficulty level, each civilization has an "optimal city limit." Once a civilization exceeds this limit, it will also gain corruption and waste overall for every new city it possesses. This feature was added to prevent total global domination (a typical result in the previous editions) by making it impossible for a global civilization to function.[citation needed]
There are a number of ways to combat corruption which include building city improvements, such as the courthouse and the police station, connecting each city to the civilization's trade network (e.g. roads, a harbor or an airport) and by building two Small Wonders, the Forbidden Palace and the Secret Police Headquarters (Communist governments only). Originally these wonders functioned as second palaces in the cities in which they were built, but subsequent patches removed that function for corruption and merely made them reduce overall corruption in every city. Corruption will never reduce shield production to zero, but one shield per turn is virtually useless (at least in the later parts of the game as completing the production of many units and improvements requires many shields).
Units
Units can be soldiers or civilian units. Civilian units include workers, heroes, and settlers. All units (except for warriors and some civilian units) have technology requirements that need to be met before they can be built. Spearmen, for example, need Bronze Working technology.
Attack and Defense Rating
All units have attack and defense ratings. The spearman, for example, has an attack rating of 1 and a defense rating of 2. This means that the spearman is better at defending than attacking.
Unit Experience
All units have levels of experience, which aff
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Civilization Iii - Quality Medical Supplies Manufacturer - China Medical Bandage