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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. | |||
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. | 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== | |||
== | |||
===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 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. | 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. | ||
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===Scientific=== | ===Scientific=== | ||
A scientific civilization receives a free civilization advance when the civilization enters a new age, provided there exists an advance in the new age. The civilization advance that is received is the cheapest available tech, that is, the tech costing the least amount of scientific research. Buildings marked as scientific also cost half as many shields. In ''Civilization III: Conquests'', a scientific civilization has a 5% chance of spawning Scientific Great Leaders when they are the first civilization to discover a new tech, as opposed to the 3% chance for non-scientific civilizations. | |||
The scientific trait is generally useful with another trait that also gives cheaper buildings (militaristic or religious). Thus, in the epic game, Babylon (scientific and religious) and Germany (scientific and militaristic) are often good choices for players that wish to exploit as much of the trait as possible. In particular, Babylon is an ideal civilization for culture wars. | |||
==Conquests traits== | ==''Conquests'' traits== | ||
''Civilization III: Conquests'' introduces two new civilization traits. They are: | |||
===Agricultural=== | ===Agricultural=== |