|
Civilization III
Sid Meier's Civilization III is a turn-based strategy computer game by Firaxis Games, the sequel to Sid Meier's Civilization II. It was followed by Civilization IV. more...
Home
*Best Sellers
Accessories
Genre
Internet Games
Others
Platform
3DO
Apple
Atari
Colecovision
Commodore
Intellivision
Microsoft Xbox
Microsoft Xbox 360
Nintendo 64
Nintendo DS
Nintendo Game Boy
Nintendo Game Boy Advance
Nintendo Game Boy Advance SP
Nintendo Game Boy Color
Nintendo Game Boy Micro
Nintendo GameCube
Nintendo NES
Nintendo, Super
PC
Age of Empires II
Age of Mythology
Baldur Gate
Baldur Gate II
Battlefield 1942
Civilization III
Civilization IV
Diablo
Diablo II
Doom
Guild Wars
Half Life
Half Life 2
Myst
Neverwinter Nights
Quake
Return to Castle Wolfenstein
The Sims 2
Warcraft
Warcraft II
World of Warcraft
Sega CD
Sega Dreamcast
Sega Game Gear
Sega Genesis
Sega Master
Sega Pico
Sega Saturn
Sinclair
Sony PlayStation
Sony PlayStation 2
Sony PSP
Systems
Vintage Games
Wholesale Lots
Also called Civ 3 or Civ III for short, the game is the third generation of the original Civilization. The game offers highly evolved gameplay in terms of both mechanics and strategy. Unlike the previous versions of the game, Civ III was not designed by Sid Meier, but by Jeff Briggs, a game designer, and Soren Johnson, a game programmer.
Civilization III, like the other Civilization games, is based around building an empire, from the ground up, beginning in prehistoric times and continuing through the modern day. The player's civilization is centered around a core of cities, which provide the resources necessary to grow the player's cities, construct city improvements, wonders, and units, and advance the player's technological development. The player must balance a good infrastructure, resources, diplomatic and trading skills, technological advancement, city and empire management, culture, and military power to succeed.
Gameplay
Empire management
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 allocate money to the player's treasury. The player can take a certain percentage of his or her money and allocate it to scientific research or to the happiness of his or her citizens. The player's citizens have a certain mood (happy, content, unhappy, or resisting). If the player has more unhappy than happy citizens in a single city, the city falls into civil disorder. All production ceases and no food is stored when a city is in civil disorder, and if a city remains in civil disorder for too long, improvements may be destroyed. Any commerce that does not go into scientific research or the player's happiness slider is placed in the player's treasury. The worker unit is used to improve the land. Mines increase shield production, irrigation increases food, and roads increase commerce, in addition to tripling movement speed of nearly all allied land units using them. Later in the game the player can build railroads, which provide instantaneous movement for all allied land units.
Read more at Wikipedia.org
|
|