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Ask the Civ Team



Civilization III: Ask The Civ Team: 8/22/01 Edition


Get Your Governor Off My Queue!


In SMAC there were city governors, will these be included in Civ3? If so how will they be implemented? Will build queues also be put into use?

Kyle Clark (TechWins)



We're glad you asked this question! Yes, city governors are indeed present in Civ III. Your city governor can be invoked at any time when you're in the city management screen. The governor will allow you to set the city's worker allocations (for example, emphasizing food or shield production) as well as build priorities (do you want to build wonders, or military units?). In addition, these preferences can be set for individual cities or for every city in your empire. The choice is yours.

Build queues are also in Civ III, and allow you to set up a list of items you wish to build in a city, so you don't need to keep returning to your city management screen every time a city has built something. Hardcore Civ players will also be happy to hear that you can save and load building queues now.

Let's Make a Deal


I have read about the diplomacy and trading posibilities in Civ 3 and it looks really cool. But I was wondering how do you exactly know what things the other civ wants, and in what quantity, when trading. For example, if you want horses, or their map, or whatever, what do you offer??? Do you give them 2 catapults, or.... some infantry, or what? Is there any way to know what you need to give for what you need? Do you just keep on making offers until it works out or does that civ tell you "If you give us that much gold, or that city, or that many units, we will give you what you want."

Thx and good luck on the game.


Good question! There are actually many ways to trade with other Civs in Civ III. When you are in the diplomacy screen, your trade advisor is always present, and he will offer you advice as you put items "on the table". For example, if you offer your territory map in exchange for Advanced Flight, your advisor will tell you that "they will probably be insulted by this deal." As you get closer to a deal the other civ feels is good, your advisor will tell you.

Another way you can conduct diplomacy and trading is to select the item you want from the other Civ and ask them what they would like in return. If you have something they want, they'll probably tell you. You can also offer something of yours and ask them if they'd like to make an offer on it. If you have excess luxuries, this is a great way to generate extra gold.

Finally, another thing to note is that the trade advisor screen will tell which Civ has surplus resources you need, as long as you have a trade route with that civ and are not at war. This allows you to quickly determine who you should be trading with.

Windows 2000 Worries


Dear Civ Team:

I'm was a big fan of Civ 2 and I have recently put in a pre-order for the Civ 3 game through Amazon.

What worries me is that my computer now uses the Windows 2000 Professional operating system. I'm not sure it is the same as just Windows 2000. Some games work and some don't. I believe this OS is based somewhat on the Windows NT of the past.

Can you tell me if Civ 3 will work on my computer?

Kind Regards,

Julian Kim



Don't worry! Many of our programmers use Windows 2000 and the game runs wonderfully on 2000. As long as your PC meets the other system requirements, you shouldn't have any problems.

Music To Your Ears


How will music be handled in Civ III? Will it be Redbook, MP3 or perhaps something else entirely? By the way, I found the "authentic" music in CTP very, VERY annoying within a short period. I'm personally hoping for a more ambient, thematic sound like Civ II had with as many unique tracks as possible. Also, if the audio is not in Redbook then I hope they'll be an option to add your own MP3s. Whenever negotiations broke down in Civ II, slipping the ol' Metallica into the CD-ROM seemed to add to the experience. :)

Thanks for keeping the Civ machine on track!


We have a great deal more music in Civ III than in any previous Civilization. We have a very cool system that "builds" or layers the background music as you progress in the game. We have five different "mixes" that represent the five major cultural groupings of the Civs in the game (European, North American, Middle Eastern, Greco-Roman, and Asian). These cycle continuously while you play, and will change throughout the course of the game.

Another area that has new music is diplomacy sessions; there are both aggressive and passive tracks for each culture grouping that play depending on the mood of the Civ who you are haggling with, and they are a lot of fun. We've also added a lot of ambient sounds that add to the experience.

As always, you can choose to turn the music and sounds off, if you'd rather listen to your own music while you play. All the music in the game is stored in MP3 format.

Be All That You Can Be


G'day Civ Team

I have two questions of you guys, I'm a bit of a question hog :)

Question 1: In CivI/II you did not have the ability to group units to form a larger army/air force/navy. Will there be anything like this in Civ3?

Question 2: With diplomacy will you be able to place embargoes/blockades etc on other civilizations?

Thank you.



To answer your first question, in Civ III we introduced the concept of an army. To build an army, you need either a great leader or the Military Academy (Small Wonder). Great leaders can appear when an elite unit wins combat. Once an army is built, you can load three units onto the army, and those units will pool their hit points during an attack. If you build the Pentagon (Small Wonder) you can load an additional unit into an army.

It is also important to note that you can only have one army per four cities, and militaristic civs (see the Developer Update on Civ-Specific abilities for more information) have a greater chance of producing great leaders.

Now, on to your second question, and the answer again is yes. One of the new diplomatic agreements available is a trade embargo, so you can ask other Civs to stop trading with a specific civ you want to target for an embargo. You can effectively conduct economic warfare in this way.

Cities vs Colonies


I don't understand the difference between a city and a colony.

Why build a colony and not a city?


Colonies allow you to harvest a resource that you need, but that isn't within your borders. As long as your colony is connected to your trade network by road or railroad, you gain the benefit of that resource.

Why would you build a colony instead of a city? First of all, because colonies are created by workers, it costs only 1 population point to build a colony, instead of 2 population points like a city. Second, unlike cities, you don't need to keep colonies happy; you simply build them and you get your resources. Third, you can build them in locations that are unfavorable for city-building, like jungle tiles. Finally, colonies don't require upkeep and maintenance the way that cities do.

Colonies do not have any inherent defenses; while it is considered an act of war to attack any nation's colony, if a unit is not guarding that colony, it will be destroyed.

So, colonies can be a quick and inexpensive way to stake a claim on a resource, or a temporary measure used to insure the supply of resources until your empire's borders expand to surround them.

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