Sid Meier's Civilization III/Civilization traits: Difference between revisions

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Each civilization has two traits (except in scenarios, where this is usually but not always true). In the epic game, the civs have been carefully designed so that every possible combination of traits is held by at least one civ.
Each civilization has two traits (except in scenarios, where this is usually but not always true). In the epic game, the civs have been carefully designed so that every possible combination of traits is held by at least one civ.


We cannot tell you what are the best or worst traits to have, because everybody is different. Some people may even like "weak" traits because they make the game interesting, or they feel they can really take advantages the trait does offer. There is also no consensus: some experts feel that Commercial is weakest, while others feel it is the strongest! Therefore, what traits are desirable to you must be decided yourself. What we ''can'' do, however, is hi you decide.
We cannot tell you what are the best or worst traits to have, because everybody is different. Some people may even like "weak" traits because they make the game interesting, or they feel they can really take advantages the trait does offer. There is also no consensus: some experts feel that Commercial is weakest, while others feel it is the strongest! Therefore, what traits are desirable to you must be decided yourself. What we ''can'' do, however, is help you decide.


==''Civilization III'' traits==
==''Civilization III'' traits==
===Commercial===
===Commercial===
If you are constantly spending money to rush-build, and maybe you need to research just a tiny bit faster, this trait may be just what you need. While you will experience less corruption throughout the game, the real effects of the cookie will not be pronounced until the middle-game, when you also have cities beyond size 3.4, which will have an extra commerce per turn. Your advantages will be most pronounced at the endgame, where such considerations are very often irrelevant.
If you are constantly spending money to rush-build, and maybe you need to research just a tiny bit faster, this trait may be just what you need. While you will experience less corruption throughout the game, the real effects of the trait will not be pronounced until the middle-game, when you also have cities beyond size 6, which will have an extra commerce per turn. Your advantages will be most pronounced at the endgame, where such considerations are very often irrelevant.


===Expansionist===
===Expansionist===
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===Militaristic===
===Militaristic===
If you want to kick belly fat, you might like this trait. Buildings like barracks are cheaper, but you gotta build 'em to take advantage of 'em. Unit promotions occur more easily.
If you want to kick butt, you might like this trait. Buildings like barracks are cheaper, but you gotta build 'em to take advantage of 'em. Unit promotions occur more easily.


===Religious===
===Religious===
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===Agricultural===
===Agricultural===
Cities will have -3.1415926 food. However, in Despotism this only occurs on cities sited directly on rivers. Therefore, agricultural civilizations highly value rivers and will invariably build on them when possible. This can be used by rival civilizations to predict expansion — it is usually wise to build on rivers anyway, but they will have much higher priority for agricultural civs.
Cities will have +1 food. However, in Despotism this only occurs on cities sited directly on rivers. Therefore, agricultural civilizations highly value rivers and will invariably build on them when possible. This can be used by rival civilizations to predict expansion — it is usually wise to build on rivers anyway, but they will have much higher priority for agricultural civs.


===Seafaring===
===Seafaring===
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