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Strengths (sometimes called civilization traits or leader traits) are special abilities or rule modifications that give advantages to the civilizations based on their playstyles. Every civilization in Civilization III has two strengths, some of which are changed in the Play the World and Conquests expansions.

List of strengths[]

Name Description
Agricultural Extra food produced from river squares and aqueducts are cheaper.
Commercial The center city squares of all cities and metros produce extra commerce, and less corruption is experienced.
Expansionist The civilization starts the game with a Scout and can build more later, and passive minor barbarians are friendlier.
Industrious Workers complete tasks faster and the center city square of all cities produces extra shields in cities and metros.
Militaristic It is easier to build military improvements (barracks, for example), and combat experience is gained more quickly.
Religious Religious civilizations do not experience periods of anarchy during revolutions, and religious city improvements (Temples, for instance) are easier to build.
Scientific Scientific city improvements (like research labs) are easier to build and the civilization receives a free Civilization Advance at the start of every era.
Seafaring Naval units get +1 movement, harbors are cheaper, extra commerce in coastal cities.

Building and Wonder Traits[]

Some buildings and wonders, have certain characteristics to them. For normal improvements, these characteristics mean the building will be built at half cost. Temples, for example, are half price for Religious civilizations, and Barracks are half price for Militaristic ones. Great Wonders also have characteristics, but these do not allow civilizations to build them more cheaply or faster - instead, they are used as Golden Age triggers.

See also[]

Civilization III [edit]
Play the WorldConquests
Lists
Concepts
Miscellaneous
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