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 |
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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[]
- Leader trait
- Strength in other games
Civilization III [edit] | |
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Play the World • Conquests | |
Lists | |
Concepts | |
Miscellaneous |