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{{Header Nav|game=Sid Meier's Civilization III: Conquests}}
{{Header Nav|game=Sid Meier's Civilization III: Conquests}}
{{:Sid Meier's Civilization III/Civilization traits}}
Civilization III: Conquests adds new civilization traits. [[Sid Meier's Civilization III/Civilization traits|Refer to this page]] for the original traits.
==Agricultural==
==Agricultural==
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.
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 whenever 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==

Latest revision as of 06:06, 25 July 2011

Civilization III: Conquests adds new civilization traits. Refer to this page for the original traits.

Agricultural[edit]

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 whenever 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[edit]

Your civilization is more likely to start near the coast of an island or continent. The capital also has a commerce bonus, which will likely keep you on par or better against the AI even on higher difficulty settings below Demigod.