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Civilization III'''''Sid Meier's Civilization III''''' is a turn-based strategy computer game by Firaxis Games, the sequel to ''Civilization II''. Also called "Civ 3" for short, the game is the third generation of the original ''Civilization (computer game)''. The game offers highly evolved gameplay in terms of both mechanics and strategy. Unlike the previous versions of the game, Civ III was not designed by Sid Meier, but by Jeff Briggs, a game designer, and Soren Johnson, a game programmer. ''Civilization III'', like the other ''Civilization'' games, is based around building an empire, from the ground up, beginning in prehistoric times and continuing through the modern day. Your civilization is centered around a core of cities, which provide the resources necessary to grow your cities, construct city improvements, wonders, and units, and advance your technological development. You must balance a good infrastructure, resources, diplomatic and trading skills, technological advancement, city and empire management, culture, and military power to succeed. ==Gameplay== ===Empire Management=== The game focuses around a core of cities that provide the necessary prodution to advance your empire. The cities contain a certain number of citizens that draw production from the surrounding land. Shields are used to build improvements, units, and wonders. Food is used to grow your cities. Each citizen requires two food per turn to survive, and excess food is stored in the storage box. Once the box fills up, it is emptied and the city gains a citizen. Commerce is used to allocate money to your treasury. You can take a certain percentage of your money and allocate it to scientific research or to the happiness of your citizens. Your citizens have a certain mood (happy, content, unhappy, or resisting). If you have more unhappy than happy citizens, the city falls into civil disorder. All prodution ceases and no food is stored when a city is in civil disorder, and if a city remains in civil disorder for too long, improvements may be destroyed. Any commerce that does not go into scientific research or your happiness slider is placed in your treasury. The worker unit is used to improve the land. Mines increase shield production, irrigation increases food, and roads increase commerce, in addition to tripling movement speed of all allied units using them. Later in the game you can build railroads, which provide instantaneous movement for all allied units. ===Scientific research=== Another major feature of gameplay is scientific research. The technology tree is divided into four ages (Ancient Age, Middle Ages, Industrial Age, and Modern Age) and each age requires that you research specific technologies to advance to the next age. There are several technologies that are not required to advance to the next age, although they provide useful bonuses that are often essential for good empire management, or may provide different alternatives to empire management. A science slider is used to allocate money away from your treasury and into scientific research, and can be set at 10% intervals. City improvements such as libraries, universities, and research labs also increase scientific advacement, as do some wonders (such as Newton's University). ===Culture=== Each city in ''Civilization III'' has a cultural rating, which is the city's influence over local terrain. When a city is created it has a culture rating of 1, which allows influence over the closest 8 squares only (a sphere of influence 1 square in radius). As the city's culture rating increases, so does its sphere of influence, bringing more territory under the player's control. In addition to influencing territorial borders, culture serves two other purposes. One is allowing the peaceful takeover of nearby foreign cities by influencing its citizens through your culture. Conquest through culture is preferable to military conquest due to the fact that it does not lower your reputation in the global community. In addition, there is a cultural victory condition which can be met by either increasing a city's culture rating to 6 (25,000 culture points) or by having a collective societal culture point total of 100,000+ points. Culture is increased turn-by-turn based on what city improvements and wonders, such as a Temple or the Hanging Gardens, have been built in that city. ===Civilizations=== Every civilization starts with certain special abilities. Every civilization has two traits that give them bonuses that help in the corresponding area of gameplay. This also determines what two technologies you begin the game with. Also, Civilization qualites determine different abilities that a civ has. For example, a militaristic civ's units gain combat experience faster. Each civ also has a special unit that was specific to that civilization in history. {| border="1" cellpadding="2" |+Civilization III |Civilization |Qualities |Starting Advances |Special Unit |Leader |Capital |- |United States |Industrious, Expansionist |Masonry, Pottery |F-15 Eagle |Abraham Lincoln |Washington, D.C. |- |Aztecs |Militaristic, Religious (in Conquests, Agricultural) |Warrior code, Funeral |Jaguar warrior |Moctezuma II |Tenochtitlan |- |Babylonians |Religious, Scientific |Funeral, Bronze |Archery |Hammurabi |Babylon |- |Chinese people |Militaristic, Industrious |Warrior code, Masonry |Horse |Mao Zedong |Beijing |- |Egyptians |Industrious, Religious |Masonry, Funeral |Chariot |Cleopatra VII of Egypt |Thebes (Egypt) |- |England |Expansionist (in Conquests, Seafaring), Commercial |Warrior code, Alphabet |Man-o-war |Elizabeth I |London |- |France |Industrious, Commercial |Masonry, Alphabet |Musketeer |Joan of Arc |Paris |- |Germany |Militaristic, Scientific |Warrior code, Bronze |Panzer |Otto von Bismarck |Berlin |- |Greece |Scientific, Commercial |Bronze, Alphabet |Hoplite |Alexander the Great |Athens |- |Indians |Religious, Commercial |Funeral, Alphabet |War elephant |Mahatma Gandhi |Delhi |- |Iroquois |Expansionist, Religious (in Conquests, Commercial, Agricultural) |Pottery, Funeral |Mounted warrior |Hiawatha |Salamanca (Iroquois) |- |Japan |Militaristic, Religious |Warrior code, Funeral |Samurai |Tokugawa Ieyasu |Kyoto |- |Persians |Scientific, Industrious |Bronze, Masonry |Persian_Immortals |Xerxes I of Persia |Persepolis |- |Rome |Commercial, Militaristic |Alphabet, Warrior code |Legionary |Julius Caesar |Rome |- |Russians |Expansionist, Scientific |Pottery, Bronze |Cossack |Catherine II |Moscow |- |Zulus |Militaristic, Expansionist |Pottery, Warrior code |Impi |Shaka |Zimbabwe |} {| border="1" cellpadding="2" |+Civilization III: Play the World |Civilization |Qualities |Starting Advances |Special Unit |Leader |Capital |- |Arabs |Religious, Expansionist |Pottery, Funeral |Ansar warrior |Abu Bakr |Mecca |- |Carthage |Industrious, Commercial (in Conquests, Seafaring) |Alphabet, Masonry |Numidian mercenary |Hannibal |Carthage |- |Celts |Religious, Militaristic (in Conquests, Agricultural) |Warrior code, Funeral |Gallic swordsman |Brennus |Entremont |- |Koreans |Scientific, Commercial |Alphabet, Bronze |Hwacha |Wang Kon |Seoul |- |Mongols |Militaristic, Expansionist |Warrior code, Pottery |Keshik |Temujin |Karakorum |- |Ottoman Empire |Scientific, Industrious |Bronze, Masonry |Sipahi |Osman I |Istanbul |- |Spain |Religious, Commercial (in Conquests, Seafaring) |Alphabet, Funeral |Conquistador |Isabella of Castile |Madrid |- |Vikings |Militaristic, Expansionist (in Conquests, Seafaring) |Pottery, Warrior code |Berserker (Viking) |Ragnar Lodbrok |Trondheim |} {| border="1" cellpadding="2" |+Civilization III: Conquests |Civilization |Qualities |Starting Advances |Special Unit |Leader |Capital |- |Byzantine Empire |Scientific, Seafaring |Bronze, Alphabet |Dromon |Theodora (6th century) |Constantinople |- |Netherlands |Agricultural, Seafaring |Pottery, Alphabet |Swiss mercenary |William I of Orange |Amsterdam |- |Hittites |Expansionist, Commercial |Pottery, Alphabet |Three-man chariot |Mursilis |Hattusas |- |Inca Empire |Expansionist, Agricultural |Pottery, Masonry |Chasqui scout |Pachacuti |Cuzco |- |Maya civilization |Agricultural, Industrious |Masonry, Pottery |Javelin thrower |Smoke-Jaguar |Chichén Itza |- |Portugal |Seafaring, Expansionist |Pottery, Alphabet |Carrack |Henry the Navigator |Lisbon |- |Sumerians |Scientific, Agricultural |Bronze, Pottery |Enkidu warrior |Gilgamesh |Ur |- |Austrians ("Bonus"-Civ: not included in the standard game) |Militaristic, Commercial |Masonry, Warrior code |Hussar |Charles V, Holy Roman Emperor (Holy Roman Emperor) |Vienna |} ===Wonders=== Like in ''Civilization II'', there are Great Wonders that can each be built only once during the entire game for just one civilization. They usually provide a major benefit your entire empire. ''Civilization III'' also added Small Wonders, which can be built once by every civilization. Small Wonders have, for the most part, a sociological requirement to construct them, as well as a technological requirement. Battlefield Medicine, for example, requires that five of the player's cities have hospitals before building. ===Ethnicity=== Every citizen has a ethnic background that is not changed by conquest. For example, if Persia captures a city from America, its citizens, although under Persian control, are still American, though subsequent citizens are Persian. Also, with time, existing citizens can be naturalized into the culture of the ruling civilization, their ethnic background shifting to represent this. Foreign citizens become unhappy if their ruling country is at war with their country of birth. This gives recently-captured cities a high potential for rebellion. ===Armies=== If a Great Leader has been produced (through a victorious Elite unit) it can be used to form an Army. Once you have had a Leader, and Military Tradition has been researched, a city is able to build the Military Academy, which allows that city to produce more armies without the need for battle. The advantage to having an army is that the army consists of several units (three under ordinary circumstances, four if your civilization has built The Pentagon). The best unit in the army will always be used in battle situations, and this is extremely advantageous because it allows for maximum unit effect. The one drawback of the army is that units in the army no longer receive battle experience; it is advisable to level the units up to elite before forming the army. (Note: ''This last point seems to have been changed in Conquests with units in armies now gaining combat experience. It is still however impossible to upgrade units in armies or remove them once added. Also new to Conquests, an Army still uses the movement of its slowest-moving unit, but it adds one to that number. For example, an Army of Legionaries (1 movement point) will have 2 movement points.'') ===Resources=== [[Image:Civ3 Screenshot City StrategicRes1.png|frame|right|The city overview screen lists the strategic resources which can be used for unit production.]] In ''Civilization III'', there are three types of resources. Each type of resource can be found only on certain types of terrain and can provide a bonus to shields, food, or commerce if found within the city radius and worked by a citizen. Bonus resources exist specifically for this purpose, while luxury and strategic resources provide other benefits as well. Luxuries and strategic resources may be traded, while bonus resources may not. {| border="1" cellpadding="2" |+Bonus resources |Resource||Terrain||Bonus |- |Cattle||grasslands, plains||2 food, 1 shield |- |Fish||coast||2 food, 1 commerce |- |Game (food)||forests, tundra||2 food |- |Gold||hills, mountains||4 commerce |- |Whales||sea||1 food, 1 shield, 2 commerce |- |Wheat||flood plains, grasslands, plains||2 food |} Luxury resources make your people happier when they are brought into a city via a road or railroad. Each luxury makes at least one content citizen happy. The effects of luxuries do not stack. For example, if you have two wines connected, only one will provide a bonus; the other would be available for trading. Building a marketplace greatly increases the effect of luxuries on that city beyond the second luxury. Keeping citizens happy is important lest the city fall into civil disorder. {| border="1" cellpadding="2" |+Luxury resources |Resource||Terrain||Bonus |- |Dye||forests, jungles||1 commerce |- |Ivory||forests, plains||2 commerce |- |Gemstone||jungles, mountains||4 commerce |- |Incense||deserts, hills||1 commerce |- |Fur||forests, tundra||1 shield, 1 commerce |- |Silk||forests, jungles||3 commerce |- |Spice||forests, jungles||2 commerce |- |Wine||hills, grasslands, plains||1 food, 1 commerce |} Strategic resources are resources required to train certain units, or construct certain city improvements or wonders. A certain technology is required to unlock these resources, and are often necessary for good empire management. Perhaps the most important resource is iron, which is useful from the moment it first appears on the map until the end, as it is a prerequisite for constructing railroads along with coal. {| border="1" cellpadding="2"\ |+Strategic resources |Resource||Tech||Terrain||Bonus |- |Aluminium||Rocketry||hills, tundra||2 shields |- |Coal||Steam Power||jungles, hills, mountains||2 shields, 1 commerce |- |Horses||The Wheel||grasslands, hills, plains||1 commerce |- |Iron||Iron Working||hills, mountains||1 shield |- |Petroleum||Refining||deserts, tundra||1 shield, 2 commerce |- |Rubber||Replaceable Parts||forests, jungles||2 commerce |- |Saltpeter||Gunpowder||deserts, hills||1 commerce |- |Uranium||Fission||forests, mountains||2 shields, 3 commerce |} ===Corruption=== Though corruption existed in ''Civilization I'' and ''II'', it has been made much more severe in ''Civilization III''. The productivity of a city is measured in 'shields'. Shields are converted into units or structures, with each unit or structure costing a certain number of shields. Shields can have two colors: blue or red. The blue shields represent actual production, while red ones represent production lost to corruption. In general, the further a city is from the capital, the greater the corruption will be. It is not uncommon for far-flung cities to have red shields that far outnumber the blue. The level of corruption is also dependent on the system of government of a civilization. Uniquely, in the communist system, corruption is spread equally amongst all cities. There are a number of ways to combat corruption. These include building city improvements such as the courthouse and the police station. Connecting a city to the capital through a valid trade route (e.g. roads, a harbor or an airport) also helps to reduce corruption to a certain degree. There are also two small wonders that can be built that reduce corruption. They are the Forbidden City and the Secret police. They eliminate all corruption in their host city. Originally these wonders functioned as second palaces in the cities in which they were built, but subsequent patches removed their function as a second pole for corruption, and merely made them reduce overall corrupion in every city. Corruption will never reduce shield production to zero, but one shield per turn is virtually useless. ==Reception== With the popular success of ''Civilization II'' fans had high expectations. Borrowing features from ''Sid Meier's Alpha Centauri'' and the ''Civilization: Call To Power'' series, it had other innovative features such as strategic resources that could be monopolized, adding another twist to gameplay. The game is subject to a never-ending series of changes, leading users to be very demanding. The developers have publicly mentioned that fan input plays a strong role in development of new features. The initial release of the game had some computer bugs and glitches. Some players complained that gameplay was poor for various reasons. Some criticized ''Civilization III'' for its lack of features found in other ''Civilization''-like games, most notably ''Sid Meier's Alpha Centauri'' (SMAC). Some of the features that SMAC had but were not carried forward included elevation, a working UN system, a Social engineering (political science) system and a 'group movement' command to simplify managing units on the map. Others were upset by underpowered features, such as the game editor, which could not be used to create customized* scenarios, something that was possible in ''Civ II''. Another serious concern regarded the new corruption system, which rendered cities far away from the capital almost useless. Many players who were used to dominating the game by creating massive empires called the corruption penalties too harsh. Others saw them as a good way to increase the game's difficulty, to make the game both more challenging, and realistic for players with far-flung empires. The first patch (computing) came very soon after its initial release and other patches were released subsequently, improving gameplay significantly. The patches also managed to add in certain features, such as the aforementioned group movement command. The ''Play the World'' expansion included many features fans wished to have included in the original game, including multiplayer gaming and new gaming scenarios. The multiplayer mode had significant problems and most users were never able to get it to work without the later patch released for it. Most complaints about features that were added later, however, are countered by the fact that including all the bug fixes and features that were included later would mean the game's release would be delayed by months, if not years. ''Civ III'', like many games, exemplifies the dilemma of game developers who must balance an early release of the game with a more polished product. The ''Conquests'' expansion contains everything found in ''Play the World'', but adds a few more new civilizations, gameplay elements, units, editor functions and scenarios. Overall, the reaction to ''Civilization III'' has been positive. It has won many "Game of the Year" and "Strategy Game of the Year" awards and continues to win new fans. ==Expansions== Two expansion sets have been published for ''Civilization III''. These are ''Civilization III Play the World'' and ''Civilization III Conquests''. Play the World adds multiplayer capabilities, and it adds eight new civilizations and some new units to the original release. Conquests offers eight historical playable scenarios, ranging from Mesopotamia to World War II in the Pacific Ocean. Many of these scenarios have resources, improvements, wonders, music, and even government types that are specific to the scenario, especially the Mesoamerican and Sengoku period Japan campaigns. ==Mods== Some fans turned to so-called "Mod (computer gaming)" ("modifications" of the original game), to add features they would have liked to see in the original release. A popular one is the ''Double Your Pleasure'' mod (DYP), which doubles nearly all elements of the original game in quantity: technologies, civilizations, units. Several themed mods have sprung up, focussing on one period of time or fiction, such as ''The Ancient Mediterranean'' mod (TAM). Since the ''Play the World'' expansion, mods can be installed without actually modifying the original game. Fan websites such as Civfanatics, Apolyton, Civ3 Maps and Mods*, or CDGroup offer the platform for developing and distributing mods in a way that few games have seen to date. *Civ 3 maps and mods also has a "units" section which lets you submit or download units you or other people have created. ==External links== * [http://www.civ3.com/ Official Civilization III website] * [http://www.mobygames.com/game/sheet/p,3/gameId,5289/ MobyGame's entry on CivIII] * [http://www.civfanatics.com/ Civilization Fanatics' Center] * [http://s4.invisionfree.com/The_Gogf_Civ3_Forum/index.php? The Gogf Civilization Forums] * [http://apolyton.net/ Apolyton Civilization Site] * [http://www.cdgroup.org/forums/tbs/civ3/ CDG Civ3 Site] * [http://www.stratcommandcenter.com Strategic Command Center] ===Modpacks=== * [http://civ3.bernskov.com/ Double Your Pleasure mod] * [http://www.tam.info.ms/ The Ancient Mediterranean mod] * [http://forums.civfanatics.com/showthread.php?t=111977 Rhyes of Civilization Expanded] * [http://forums.civfanatics.com/showthread.php?t=66060 Warhammer Fantasy Mod] * [http://forums.civfanatics.com/showthread.php?t=79607 Master of Myrror Fantasy Mod] * [http://forums.civfanatics.com/showthread.php?t=102263 Pentagenesis Modpack] ===Terrain Graphics=== * [http://forums.civfanatics.com/showthread.php?t=68702 Snoopy's Terrain Graphics] * [http://forums.civfanatics.com/showthread.php?t=27787 Warpstorm Watercolor Terrain] * [http://forums.civfanatics.com/showthread.php?t=69369 Rhye's Terrain Graphics] * [http://forums.civfanatics.com/showthread.php?t=21248 Womoks Terrain Graphics] Firaxis games Mac OS games Civilization franchise Civilization III==Accuracy== On the table of starting advances, it states that the Romans start with "Masonry" and "Warrior Code." This is not correct. I always play as the Romans and they start with Warrior Code and one other advance, though I'm not sure what it is (I ''know'' it's not Masonry--I always have to research it). It may be "Alphabet," but someone else may want to verify. Since these are listed as Persia's starting advances, someone may want to verify the accuracy of the others. I can do it later today if no one else checks it. —User:Frecklefoot 14:45, Mar 23, 2004 (UTC) ---- == Fan Reaction section == The new section seems a bit over the top to me. I played the game for a while and never had to wait 30 minutes for a turn, although 4 minutes are still pretty much.. There should be a section about criticism, but it shouldn't be that devastating in my opinion. --User:ContiE|User talk:ContiE 17:07, 1 Jul 2004 (UTC) :I agree. I played the game right off the shelf and didn't need the patch for several months. I've never experienced a 30 minute turn, though turns do get longer further into the game. User:Frecklefoot — User:Frecklefoot | User talk:Frecklefoot 17:47, Jul 1, 2004 (UTC) :There, tried to NPOV it a bit. I even heaped some praise on it, but it seemed fitting given how popular the game is. The previous version sounded like it was written by a bitter use. I play the game all the time and never had his/her experience. Edit as you please. User:Frecklefoot — User:Frecklefoot | User talk:Frecklefoot 18:01, Jul 1, 2004 (UTC) :: If players are on a huge map with a slow computer (<700 Mhz, for example), turns can and will take that long. Doesn't mean that devastatingly harsh criticism is in order, but the slow reaciton time *can* happen. :) User:Krupo 04:05, Aug 21, 2004 (UTC) ::I've had 30 minute turns before on standard-size maps deep in the Industrial Age. Four minutes is BELOW average for my turn length...do you automate all your stuff? I've talked to expert players that can sometimes take one to two hours in the Industrial Age, because they pay attention to every detail of their empire. == Call to Power == What exactly does Civ3 borrow from CtP? : I think that the different "ages"/"epochs" User:Bogdangiusca | User talk:Bogdangiusca 09:48, 20 Jul 2004 (UTC) ---- == Corruption == From the article: ''"Corruption is a new feature that was added to Civilization 3."'' This is not true, I am fairly sure that Civ II also had corruption. -- User:FirstPrinciples 18:11, Oct 4, 2004 (UTC) :Well, be bold in editing and change it. :-) Anyone else know about the info? I think the corruption is more severe in ''Civ III''... User:Frecklefoot— User:Frecklefoot | User talk:Frecklefoot 18:27, Oct 4, 2004 (UTC) :: Much more severe. In civ II, your core cities produce lots of trade and the outer cities produce less trade. In civ III, your core cities produce lots of trade/production, but outer cities have almost no trade/production; they usually cannot even pay for the maintenence of their own buildings... That makes much more dificult to 'conquer' the world because conquering new cities does not rise your economic power. (or at least not by a signifiant amount) -- however conquering cities gives you to eventual resources/luxury resources in the neighbourhood. :: Also, in civ II, a large democracy has practically no corruption. In civ III, a large democracy loses *most* of its production and trade to corruption and waste. User:Bogdangiusca | User talk:Bogdangiusca 18:40, 4 Oct 2004 (UTC) :::Even so, it's not a new feature to Civ III. (I didn't edit the article because I wasn't 100% sure.) -- User:FirstPrinciples 00:41, Oct 5, 2004 (UTC) :::OK, now I've updated the corruption section. -- User:FirstPrinciples 01:03, Oct 5, 2004 (UTC) == Greatest Selling edits == Added "one of" to sidestep the issue of whether or not the Sims is in the same category. Can the issue go to rest now? User:Krupo 03:19, Oct 23, 2004 (UTC) ---- ==Shields== The article mentions shields: "Corruption limits the utility of both shields and gold in the city that it affects." Gold as a resource has been explained, but shields have not. Could someone please add what they are for? -- User:Ec5618 10:21, May 13, 2005 (UTC) :The sheer size of this article now scares me. I remember way back when it was a tiny little stub (* sniff *). So, I'll explain it here for you and let someone else add a description in the article. Shields represent a city's production. Each city produces a different number, the bigger ones usually produce more. "Shields" are used to produce units or structures in a city. For example, a spearman may take 20 shields and a temple may require 50 (I made up these numbers). :There can be two types of shields in a city: blue and red. The blue ones represent actual production and are the only ones that contribute to building elements (such as structures or units). Red shields represent the production lost to corruption. This is a bid problem in ''CivIII'', a lot of people think the corruption is way too harsh. In general, the further a city is from the capital, the greater the corruption will be. It is not uncommon for far-flung cities to have red shields which far outnumber the blue. There are things that can be done to curb corruption (a little), but it's always a problem. :Shields are incredibly pliable. A city may take 20 or more turns to produce a Wonder requiring 2000 shields, and at the last minute can change it into something else. For example, a city may spend 200 years building the Colossus. One turn before it is completed, they can change it into the Great Library instead. Nothing this pliable occurs in the real world, in my experience. :-) :Anyway, I hope that helped. This description applies to all versions of ''Civilization'', not just ''CivIII''. User:Frecklefoot— User:Frecklefoot | User talk:Frecklefoot 15:59, May 13, 2005 (UTC) ==Reorganization and rewrite== I am planning on making some major expansions to the article and to completely re-organize the article. I want to bring this article to one of the best standards for any computer game article on Wikipedia. If you have any objections to what I do, you can tell me on my User talk:Bob rulz. I also can't do this huge re-write on my own. My main goal is to make it so it doesn't focus around what's new or changed from Civilization II. The article leaves out the majority of what was still around in Civilization II, and only really talks about what's new. I want to change that, and also make it a very authoritative source of information on the game. Any objections? User:Bob rulz 03:56, Jun 12, 2005 (UTC) == Removed Review == "Magazines, reviewers, and strategy game fans consistently hail ''Civilization III'' as one of the best strategy games ever made. Rich in accurate historical, diplomatic, military and socioeconomic elements, Civilization III is as educational as it is entertaining. It features an in-game encyclopedia (the 'Civilopedia'), and is often utilized as a supplemental learning tool in high school and college history classes. The entire Civilization series (including the first two versions) is one of the best-selling strategy game series of all time" I removed this part of the "Reception" section because a lot of it doesn't seem relevant to how Civilization 3 was recieved, and it seemed to have a bias in favour of the game (For example, not all strategy game fans hail Civilization 3). Some of the information can be integrated, but I'm not sure how to go about this, so I'll leave it to someone more capable. User:67.161.208.117 04:29, 13 Jun 2005 (UTC) Civilization iii#REDIRECT Civilization III See other meanings of words starting from letter: CCA | CB | CD | CE | CF | CG | CH | CI | CJ | CK | CL | CM | CN | CO | CP | CR | CS | CT | CU | CW | CX | CY | CZ |Words begining with Civilization_III: Civilization_III Civilization_III Civilization_iii Civilization_III_Conquests Civilization_III_Play_the_World
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