Sid Meier's Civilization III is the third installment of the Sid Meier's Civilization turn-based strategy video game series. It was preceded by Civilization II and followed by Civilization IV, and it was released in 2001. Unlike the original game, Civilization 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, entails building an empire, from the ground up, beginning in 4,000 BC and continuing slightly beyond the modern day. The player must construct and improve cities, train military and non-military units, improve terrain, research technologies, build Wonders of the World, make war or peace with neighboring civilizations, and so on. 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
The game map is made up of square tiles on a grid. Each city, terrain improvement, and unit is located in a specific tile, and each tile can host any number of units. Land tiles can contain a transportation improvement (road or railroad) and a land improvement (farm or mine) or a city. Cities must be built a minimum of one tile away from each other, i.e., no two cities may touch. Each tile is made of a particular type of terrain that determines, among other things, how much food, production, and trade it produces when "worked". A tile can only be worked if it is one of the twenty tiles surrounding a city. A tile can only be worked by one city at a time, and each city can only work a number of tiles equal to or less than its population.
Food is used to grow the player's cities. Each population unit requires food to survive, and excess food is stored. Production, represented in the game as "shields", is used to build units, buildings, and wonders. Commerce powers the player's economy. This commerce is split up as the player sees fit between technological research, tax revenue, and luxuries, each with a different purpose.
Each city's citizens have a certain mood (happy, content, unhappy, or resisting). If most citizens are unhappy, the city falls into civil disorder and all production ceases; if a city remains in civil disorder for too long, it can lead to rioting, which results in improvements being destroyed. If most citizens are happy, they will like their leader and increase economic benefits.
Terrain improvements are built by Worker units. Irrigation increases food, mines increase production, and roads increase commerce and reduce movement costs for all allied land units using them. Two civilizations must have Right of passage treaty signed to benefit from each other's roads.
Buildings enhance a city in some way and cost maintenance. Like units and Wonders, each one can only be built when the requisite technology has been acquired. Buildings require financial maintenance each turn, and can be destroyed. Only one of each type of building can be constructed in each city.
As in previous installments of Civilization, there are unique Wonders of the World that can only be built once per game. Wonders provide a variety of major benefits to a specific city, all cities on a continent, or to an entire empire. Civilization III also added Small Wonders, which are functionally equivalent to Wonders except that each one can be constructed once per civilization, as opposed to once in every whole game. Small Wonders have, for the most part, a sociological requirement to construct them, as well as a technological requirement. When a civilization captures a city with a Small Wonder, it is automatically destroyed. Some examples of small wonders are Wall Street, the Forbidden Palace, and The Pentagon.
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 non-requisite technologies that nevertheless provide useful bonuses that are often essential for good empire management, or allow a civilization to install a new government. Technologies can also be traded to and from other civilizations in return for gold, resources, technologies, workers, and cities. 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.
Citizens are the people who work in a city. There are four kinds: Laborers, Entertainers, Tax Collectors, and Scientists. If there are more citizens in a city than available tiles to work, the extra citizens automatically become Entertainers. The second expansion, Conquests, adds two new types of citizens to the game: Policemen (reduce corruption) and Civil Engineers (enhance building and wonder production).
Culture is a feature that was not present in previous installments of the franchise. Each city 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. As the city's culture rating increases, so does its sphere of influence, bringing more territory under the player's control. Civilizations' borders may abut, resulting in their culture ratings vying for territory. If one player's culture rating is sufficiently higher than the other's, the former's borders will encroach into territory previously owned by the latter. Given enough time and cultural pressure, the latter player's city may even elect to join, or "flip to," the former's empire. Culture can thus serve as a means of peaceful conquest.
Every civilization starts with certain special abilities, and they have a special "unique unit" that only they can build; these units usually have a historical basis (for example: the Japanese unique unit is the samurai, which replaces the standard knight, whereas the British unique unit is the Man-O-War, which replaces the standard frigate).
Screenshots from the game Civilization 3
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