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                          CIVILIZATION III for PC
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                              TRIBES GUIDE v0.7
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                     By DENOUEMENT ([email protected])
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DISCLAIMER:
This file is copyright by Denouement (Chris Parham). You may NOT reproduce or
distribute this guide in any manner, electronically or otherwise, without the
express written permission of the author. You may not display this guide on any
page in which there are advertisment banners. Below can be found the list of
sites that are permitted to host this guide. This list can be changed at any
time.

List of acceptable sites:
GameFAQs (www.gamefaqs.com).
CivFantics (www.civfanatics.com).

List of sites which do NOT have permission:
www.cheats.de

Remember, plagiarism is a crime and is punishable under the law.

Note: You can always find the latest version at GameFAQs, at www.gamefaqs.com
Thanks CJayC!

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E-MAIL POLICY:
I welcome e-mails at [email protected] but here are the Do's and the Dont's:

DO send questions not in the FAQ.
DO send questions in text or HTML format.
DO send e-mails with "GameFAQs" in the subject line.
DO send suggestions and corrections, this is not a final guide.
DO tell me if you find this guide on a site where it is not permitted (see
  above).

DON'T send executables.
DON'T send vulgar or inappropriate mail.
DON'T send mail over and over again, I only check it once every day, at most.

I will try to get back to you as soon as possible...unless you did one of the
"DONTS", in which case your mail will be summarily ignored and ruthlessly
deleted.

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CONTENTS:

1.   Disclaimer

2.   E-Mail Policy

3.   Contents

4.   Introduction

5.   Tribes
     --Americans
     --Aztecs
     --Babylonians
     --Chinese
     --Egyptians
     --English
     --French
     --Germans
     --Greeks
     --Indians
     --Iroquois
     --Japanese
     --Persians
     --Romans
     --Russians
     --Zulus

6     Editing Tribes with the Civilization III Editor

7.    Closing Statement

8.    Postscript

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INTRODUCTION
This guide is for Civilization III, a PC game produced by Sid Meier and his
Firaxis development company. Civilization is one of the oldest current strategy
series on the market. Civilization I and Civilization II's numerous
incarnations can in some ways be regarded as the "first generation" of the
Civilization series. Civ III takes the game to a new level of graphics, scale,
and gameplay.

For the first time, the different cultures in the Civ series have noticably
different characteristics that will really affect the game in huge ways. This
guide describes each tribe in detail, with all of its important characteristics
and unique points outlined, and then I give my opinion on the tribe, along
with strategies to use with that specific tribe. Whether you care about my
opinion or not, the data should be useful for you. Enjoy! :)
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TRIBES OF CIVILIZATION III

Under each tribe heading, you will find numerous pieces of information. Here's
a summary of what each section contains.

TRIBE NAME
The tribe is listed by three names: the name of the people (plural); the name
of the land they inhabit; and the adjective used to describe them.

RULER NAME
This is the default ruler name for the tribe, the default title, and default
gender.

CULTURE GROUP
There are five "culture groups" in the game. Basically, the represent the
general area of origin of the group. The five groups are: Asian, Mid East,
American, European, and Mediterranian. Tribes in the same culture groups
use the same city models on the main map screen, tend to start closer to one
another, and tend to have better relations with one another. Here are all
the tribes divided by culture group:

AMERICAN: Americans, Aztecs, Iroquois
ASIAN: Chinese, Indians, Japanese
EUROPEAN: English, French, Germans, Russians
MEDITERRANIAN: Egyptians, Greeks, Romans
MIDEAST: Babylonians, Persians, Zulus

PERSONALITY
This is in three parts: Favored government; Hated government; and aggression
level, with the levels being Low, Below Average, Average, Above Average, and
High.

UNIQUE COLOR
This is the team's color. Their cities will have this color in the name bar,
and their units will have a ring of this color around them. Also, this color
will indicate their borders on the main and small maps. Often the colors seem
to change from game to game, and I'm not sure why, but I think it has to do
with the fact that each civ has two colors, a Default one and a Unique one.
Still, this color will usually be the color of the civ.

BONUSES
There are six bonuses; each Civ has two. The bonuses are very important in
determining what a tribe is like, so I will go into some detail on each one.

   Militaristic: Civilizations with this attribute produce more Great Leaders,
       and their units promote more easily (Regular to Veteran, Veteran to
       Elite, Etc.). They also produce military improvements (Barracks,
       Coastal Fortress, etc.) 50% more cheaply than other Civs. The best
       aspect of this is the Leader production, which both allows you to
       create more armies, and allows you to speed Wonders, which can be a big
       help in stealing Wonders from other Civs.

       The following Civs have the Militaristic Bonus:
          Aztecs
          Germans
          Japanese
          Romans
          Zulus

   Commercial: Commercial Bonus allows a Civ two financial advantages: first,
       it reduces corruption across your empire, though the actual reduction
       is fairly low. Second, large cities get a bonus production of commerce.
       This to me is the second least effective bonus.

       The following Civs have the Commercial Bonus:
          British
          French
          Greeks
          Indians
          Romans

   Religious: Religious tribes can build religion-oriented city improvements,
       such as Temple and Cathedral, at half-cost. They also change forms of
       government with only one turn of anarchy. The easy government change is
       a big plus if you like to change governments a lot, particularly if you
       do the Democracy in peace/Despotism in war thing. Personally, I just
       try to keep my Democracy stable through the tough times, so Religion is
       less of a plus. The higher the difficulty, the more religion pays off.
       On Emperor or Deity level, cheap temples and one-turn anarchy are
       almost unbeatable for keeping the population in check.

       The following Civs have the Religious Bonus:
          Aztecs
          Babylonians
          Egyptians
          Indians
          Iroquois
          Japanese

   Industrious: Larger cities produce more shield under the Industrious Bonus,
       which is a two-edged sword, since your cities will build faster but
       will also produce more pollution. Workers also work faster under this
       bonus.

       The following Civs have the Industrious Bonus:
          Americans
          Chinese
          Egyptians
          French
          Persians

   Scientific: For me this is the best attribute. First, you get a free tech
       at the beginning of each of the four Eras. Plus, you can build Library
       and University and Research Lab more quickly...not only does this make
       your research faster, but it helps increase your culture. These are
       great Civs to play with for any type of victory.

       The following Civs have the Scientific Bonus:
          Babylonians
          Chinese
          Germans
          Greeks
          Russians
          Persians

   Expansionist: Expansionist cultures get a third unit at the beginning of
       the game: a Scout, which has a two movement rate. They can also build
       more scouts later. This is by far the weakest of the six bonuses.

       The following Civs have the Expansionist Bonus:
          Americans
          British
          Iroquois
          Russians
          Zulus

I generally feel that the trio of Industrious, Scientific, and Militaristic are
the "Big Three" abilities, well ahead of the other three. Religious is at its
own middle level, and Commercial and Expansionist you might want to avoid. (My
caveat to this is that if you like a long, war-filled game, Expansionist might
suit you well.)


OPENING TECHS
Each tribe is given two free civilization advances at the start of the game.

CITY LIST
All the default city names available to the tribe. They are in build order, but
you go across each row and then down to the next row. After the game exhausts
this list, it will begin again at the beginning, but with prefixes/suffixes,
like "New Rome."

LEADER NAMES
The default names for Great Leaders arising from that tribe.

SPECIAL CHARACTERISTICS
There are many special flags that tribes can possess; this lists those that
apply to the given tribe.

UNIQUE UNIT
Each tribe has one unique unit; here, the unit is given with its stats and any
other relevant information. A/D/M is Attack/Defense/Movement. Range is given in
place of Movement for air units.

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AMERICANS

Tribe Names: Americans, America, American
Ruler Name: President Lincoln (male)
Culture Group: American

Personality
Favored Gov't: Democracy
Hated Gov't: Communism
Aggression Level: Average

Unique Color: Sky Blue

Bonuses: Industrious
        Expansionist

Opening Techs: Pottery
              Masonry

Cities:
Washington              New York
Boston                  Philadelphia
Atlanta                 Chicago
Seattle                 San Francisco
Miami                   Houston
Buffalo                 St. Louis
Detroit                 New Orleans
Baltimore               Denver
Cincinnati              Dallas
Memphis                 Los Angeles
Cleveland               Kansas City
San Diego               Richmond
Las Vegas               Phoenix
Albuquerque             Portland
Minneapolis             Pittsburgh
Oakland                 Tampa Bay
Orlando                 Tacoma
Santa Fe                Olympia
Hunt Valley             Springfield
Palo Alto               Spokane

Great Leaders:
Washington
Lee
Sherman
Jackson
Grant
MacArthur
Patton

Special Characteristics:
Build Air Units Often.
Build Growth Improvements Often.
Build Production Improvements Often.

Unique Unit:
F-15 replaces JET FIGHTER
A/D/M: 8/4/6

Americans have a tough time, partly because they have a weak unique unit and
partly because the expansionist attribute is a somewhat make-or-break
proposition. I've seen games where the AI Americans dominate their continent,
and games where they struggle mightily from the outset.

You'll need to initiate a Golden Age early since the F-15 cannot create one
unless another enemy unit attacks it while it is on the Air Superiority
mission. (In other words, you can't initiate a battle that will produce the
necessary victory.) This means securing an Industrious or Expansionist wonder
and building it. Such wonders account for a large choice over the entire span
of the game, so the plus to the manually induced Golden Age is that you can
time it how you want, without being concerned that a victory by your unique
unit will ruin your timing. The negative is obviously the risk that the AI
will build the wonder first.

Aside from the fact that it lets you control the Golden Age, the F-15 is a
pretty shabby unique unit. Adding a little bit of bombard power to a Jet
Fighter does not a good unit make, since it still cannot touch the Bomber in
terms of destructiveness. It's alright for attacking units in the open field
to weaken them, but won't be able to do much damage against cities, and
cities are the main focus of bombardment campaigns. Adding insult to injury,
it breaks up a small upgrade path. There is not a lot of promise in America,
and you will need to work to hang on to the early lead the Expansionist
attribute gives you.

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AZTECS

Tribe Names: Aztecs, Aztecs, Aztec
Ruler Name: Chief Montezuma (male)
Culture Group: American

Personality
Favored Gov't: Monarchy
Hated Gov't: Democracy
Aggression Level: Above Average

Unique Color: Forest Green

Bonuses: Militaristic
        Religious

Opening Techs: Warrior Code
              Ceremonial Burial

Cities:
Tenochtitlan         Teotihuacan
Tlatelolco           Texcoco
Tlaxcala             Calixtlahuaca
Xochicalco           Tlacopan
Atzcapotzalco        Tzintzuntzen
Malinalco            Tula
Tamuin               Teayo
Cempoala             Chalco
Tlalmanalco          Ixtapaluca
Huexotla             Tepexpan
Tepetlaoxtoc         Chiconautla
Zitlaltepec          Coyotepec
Tequixquiac          Jilotzingo
Tlapanaloya          Tultitan
Ecatepec             Coatepec
Chalchiuites         Chiauhita
Chapultepec          Itzapalapa
Ayotzinco            Iztapam

Great Leaders:
Ahuitzotl
Itzcoatl
Acamapichtli
Axayacatl
Tizoc
Huitzilhuitl
Chimalpopoca
Maxtla
Nezahualcoyotl
Nezahualpilli

Special Characteristics:
Build Offensive Land Units Often.
Build Happiness Improvements Often.

Unique Unit:
JAGUAR WARRIOR replaces WARRIOR
A/D/M: 1/1/2

Coming next update...

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BABYLONIANS

Tribe Names: Babylonians, Babylon, Babylonian
Ruler Name: King Hammurabi (male)
Culture Group: Mid East

Personality
Favored Gov't: Monarchy
Hated Gov't: Despotism
Aggression Level: Above Average

Unique Color: Dark Blue

Bonuses: Scientific
        Religious

Opening Techs: Bronze Working
              Ceremonial Burial

Cities:
Babylon        Ur
Nineveh        Ashur
Ellipi         Akkad
Uruk           Eridu
Samarra        Lagash
Kish           Nippur
Shuruppak      Zariqum
Sippar         Izibia
Larsa          Nimrud
Zamua          Khorsabad
Hindana        Tell Wilaya
Umma           Adab
Telloh         Nina
Ebla

Great Leaders:
Agum
Sargon
Sumuabum
Ashurbanipal
Naboplasser
Nebuchadnezzar

Special Characteristics:
Build Science Improvements Often.
Build Culture Improvements Often.

Unique Unit:
BOWMAN replaces ARCHER
A/D/M: 2/2/1

The Babylonians are indisputably the easiest tribe to achieve cultural
victory with. Having both the Scientific and Religious attribute halves the
price of all culture-producing improvements. The only difficulty is gaining
enough territory to support the 40-50 cities minimum needed to ensure a
cultural victory (you can do it with less but will need an increasingly large
proportion of the wonders). Obviously this will require quick expansion and
possibly a few early game wars.

Luckily, their unique unit, the Bowman, is perfect for fighting such wars in
the early game-not "conquering" style wars aimed at annihilation, but ones
aimed at capturing a few cities and securing some territory. A combination
Spearman/Archer, they can march in and can be used both to take and secure
cities. The only negative is a one movement rating, which will prevent far-
flung campaigns, but probably you won't need such an offensive.

The Bowman produces a Golden Age that is a few turns too early, unless you
hold off on attacking with it. Still, I’d go ahead and attack away. With
neither Militaristic or Industrious capability, Babylon will have a tough time
in war later in the game, so it’s wise to establish good borders and secure a decent proportion of territory.


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CHINESE

Tribe Names: Chinese, China, Chinese
Ruler Name: Chairman Mao (male)
Culture Group: Asian

Personality
Favored Gov't: Communism
Hated Gov't: Monarchy
Aggression Level: Below Average

Unique Color: Pink (maybe Salmon)

Bonuses: Militaristic
        Industrious

Opening Techs: Warrior Code
              Masonry

Cities:
Beijing          Shanghai
Canton           Nanking
Tsingtao         Xinjian
Chengdu          Hangchow
Tientsin         Tatung
Macao            Anyang
Shantung         Chinan
Kaifeng          Ningpo
Paoting          Yangchow

Great Leaders:
Kublai Khan
Sun Tzu
Qianlong
Ghengis Khan
Jin Qiu
General Tso

Special Characteristics:
Build Growth Improvements Often.
Build Production Improvements Often.
Build Science Improvements Often.

Unique Unit:
RIDER replaces KNIGHT
A/D/M: 4/3/3

The Chinese are a very effective civilization, combining potent military
power with enhanced production. As usual with a militaristic tribe, you will
want to prey on weak enemy border cities, securing both territory and
resources and hopefully producing a leader early on. Be aware of you
opponents, and defend your cities appropriately before going on the attack;
the Babylonians, Aztecs, and Iroquois are particularly dangerous right now.
If you get a leader, the creation of an army at this stage will pay off later
on-the sooner you can build the Heroic Epic, the sooner you can get more
leaders to speed your wonders. Chinese early game goals are to secure Iron
and Horses (needed for unique unit), possibly one or two luxuries, and maybe
a Leader.

The Middle Ages is where China shines. First, the added mobility of the rider
gives you a three movement unit long before any other civilization can get
it. Leveraging your Golden Age's additional production into an attack is a
definite possibility, and with a three speed unit, lengthy "civ-killer" wars
are now possible. Hopefully, the combination of Golden Age production and
Leaders will net you the three big wonders of the age (J.S. Bach's Cathedral,
Sistine Chapel, and Sun Tzu's Art of War). From this point on, you can either
ride out your lead or continue onward for the conquest/domination victory.
The choice is yours and either method should succeed.

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EGYPTIANS

Tribe Names: Egyptians, Egypt, Egyptian
Ruler Name: Queen Cleopatra (female)
Culture Group: Mediterranean

Personality
Favored Gov't: Monarchy
Hated Gov't: Republic
Aggression Level: Average

Unique Color: Yellow

Bonuses: Industrial
        Religious

Opening Techs: Ceremonial Burial
              Masonry

Cities:
Thebes           Memphis
Heliopolis       Elephantine
Alexandria       Pi-Ramesses
Giza             Byblos
El-Amarna        Hieraconpolis
Abydos           Asyut
Avaris           Lisht
Buto             Edfu
Pithom           Busiris
Kahun            Athribis
Mendes           El-Ashmunein
Tanis            Buhen
Bubastis         This
Oryx             Sebennytus
Cairo

Great Leaders:
Ramses
Cheops
Khufu
Mentuhotep
Seti
Na'rmer

Special Characteristics:
Build Growth Improvements Often.
Build Production Improvements Often.
Build Culture Improvements Often.

Unique Unit:
WAR CHARIOT replaces CHARIOT
A/D/M: 2/1/2

War Chariots are essentially Horsemen without the knowledge of Horseback
Riding. Not only does this give you an early edge in building fast, attack-
oriented units, but they are also useful throughout the Ancient Age. Plus,
they upgrade straight to Knight, allowing you to keep your forces strong. On
the downside, since the Wheel will probably be your first point of research,
it will be a good while before you are able to build Spearmen, or see Iron on
the world map. Getting up the Bronze/Iron Working path quickly is important
for Egypt.

As far as attributes go, Egypt is blessed with the Religious and Industrious
qualities. Cheap temples help to maintain order in your cities and
Industrious allows you to quickly build hordes of units. Science is probably
your big problem, but it can be overcome through conquering. The only trouble
is, considering that Egypt is largely a Conquest/Domination type
civilization, their lack of the Militaristic attribute is annoying. Oh well.

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ENGLISH

Tribe Names: English, England, English
Ruler Name: Queen Elizabeth (female)
Culture Group: European

Personality
Favored Gov't: Democracy
Hated Gov't: Despotism
Aggression Level: Average

Unique Color: Orange

Bonuses: Expansionist
        Commercial

Opening Techs: Alphabet
              Pottery

Cities:
London            York
Nottingham        Hastings
Canterbury        Coventry
Warwick           Newcastle
Oxford            Liverpool
Dover             Brighton
Norwich           Leeds
Reading           Birmingham
Richmond          Exeter
Cambridge         Gloucester
Manchester        Bristol
Leicester         Carlisle
Ipswich           Portsmouth
Berwick           Bath
The Mumbles

Great Leaders:
Edward
Boudicea
Nelson
Wallace
Cornwallis
Clinton
Wellington

Special Characteristics:
Build Naval Units Often.
Build Wealth Improvements Often.
Build trade Improvements Often.

Unique Unit:
MAN O WAR replaces FRIGATE
A/D/M: 3/2/4

England is the weakest civilization overall. First, they feature the two
weakest attributes: in all major categories, they will be behind other
cultures, and the commercial bonus will never give them enough gold to
overcome this disadvantage. Nor will expansionist give them a lead that
cannot be overcome. But beyond this weakness, the Man O War is a very weak
unique unit. At this period, naval units are still very weak and will have
great difficulty in effectively supporting your land army. Bombardment in
this era has almost no chance of destroying improvements or killing citizens
in enemy cities. Of course, Man O War is useless against landlocked enemy
cities. It also creates a Golden Age that is undesirably late. Few worthwhile
Wonders are available in this time period. It doesn't upgrade. It really
drags down England. I don't have much advice for how you can win with
England; it's going to be a tough battle, and will probably require a good
bit of luck.

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FRENCH

Tribe Names: French, France, French
Ruler Name: Saint Joan d'Arc (female)
Culture Group: European

Personality
Favored Gov't: Republic
Hated Gov't: Monarchy
Aggression Level: Low

Unique Color: Pink (Darker Pink than China)

Bonuses: Industrious
        Commercial

Opening Techs: Alphabet
              Masonry

Cities:
Paris         Orleans
Lyons         Rheims
Tours         Marseilles
Chartres      Avignon
Besancon      Rouen
Grenoble      Dijon
Amiens        Cherbourg
Poitiers      Toulouse
Bayonne       Strasbourg
Brest         Bordeaux
Rennes

Great Leaders:
Napoleon
Richelieu
De Gaulle
Charlemagne

Special Characteristics:
Build Happiness Improvements Often.
Build Trade Improvements Often.
Build Culture Improvements Often.

Unique Unit:
MUSKETEER replaces MUSKETMAN
A/D/M: 3/4/1

Coming next update...

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GERMANS

Tribe Names: Germans, Germany, Germans
Ruler Name: Chancellor Bismark (male)
Culture Group: European

Personality
Favored Gov't: Republic
Hated Gov't: Communism
Aggression Level: High

Unique Color: Light Blue

Bonuses: Militaristic
        Scientific

Opening Techs: Warrior Code
              Bronze Working

Cities:
Berlin             Leipzig
Hamburg            Konigsberg
Frankfurt          Munich
Heidelburg         Nuremberg
Cologne            Hannover
Bremen             Stuttgart
Bonn               Salzburg
Dortmund           Brandenburg

Great Leaders:
Barbarossa
Richtoffen
Hengest
Horsa

Special Characteristics:
Build Offensive Land Units Often.
Build Science Improvements Often.
Build Culture Improvements Often.

Unique Unit:
PANZER replaces TANK
A/D/M: 16/8/3

Coming next update...

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GREEKS

Tribe Names: Greeks, Greece, Greek
Ruler Name: King Alexander (male)
Culture Group: Mediterranean

Personality
Favored Gov't: Democracy
Hated Gov't: Despotism
Aggression Level: Average

Unique Color: Lime Green

Bonuses: Scientific
        Commercial

Opening Techs: Alphabet
              Bronze Working

Cities:
Athens            Sparta
Thermopylae       Corinth
Delphi            Pharsalos
Knossos           Argos
Mycenae           Herakleia
Ephesus           Thessalonia
Rhodes            Eretria
Troy              Marathon
Halicarnassus     Pergamon
Miletos           Artemisium
Megara            Phocaea
Sicyon            Gortyn
Mytilene          Tegea
Syracuse          Apollonia
Apolyton

Great Leaders:
Pyrrhus
Hector
Ajax
Ulysess

Special Characteristics:
Build Naval Units Often.
Build Science Improvements Often.
Build Trade Improvements Often.
Build Culture Improvements Often.

Unique Unit:
HOPLITE replaces SPEARMAN
A/D/M: 1/3/1

The Greeks are a civilization for the peaceful player. Space Race is an
especially good form of victory to shoot for with the Greeks, as they are
able to get techs very quickly. The Scientific and Commercial attributes are
ideal; Scientific is obviously a useful bonus, and Commercial will allow you
to keep your tax rate down, thus advancing your research faster. Moreover,
selling techs to other civilizations will be a useful technique for you. Most
likely, they will offer you decent prices, since war is a bit of an unlikely
proposition for you. The Greeks are good on the defensive, and Hoplite help
to maintain the security of you empire for a long time. Offensively, however,
they have few redeeming factors. Basically Conquest and Domination are likely
out of the question. Transition to Republic, then to Democracy should both
come immediately, and the military should be kept small and almost
exclusively defensive. Good relations with other civs should keep you out of
war and an efficient scientific state should coast to the victory.

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INDIANS

Tribe Names: Indians, India, Indian
Ruler Name: Mahatma Gandhi (male)
Culture Group: Asian

Personality
Favored Gov't: Democracy
Hated Gov't: Despotism
Aggression Level: Low

Unique Color: Gray

Bonuses: Religious
        Commercial

Opening Techs: Alphabet
              Ceremonial Burial

Cities:
Delhi           Bombay
Madras          Bangalore
Calcutta        Lahore
Karachi         Kolhapur
Jaipur          Hyderabad
Bengal          Chittagong
Punjab          Dacca
Indus           Ganges
Pune

Great Leaders:
Chandragupta
Shivaji
Porus
Bindusara
Asoka
Akbar
Singh
Tilak

Special Characteristics:
Build Growth Improvements Often.
Build Wealth Often.
Build Trade Improvements Often.
Build Culture Improvements Often.

Unique Unit:
WAR ELEPHANT replaces KNIGHT
A/D/M: 4/3/2

The War Elephant is somewhat unique (beyond its unique unit uniqueness) in
that it doesn't change the stats of the unit it replaces; instead, it makes
it so that your Knight equivalent no longer requires any resources
whatsoever. Obviously, in some games this can be a godsend; in fact, you may
be able to use your war elephants to secure these resources. But if you find
both Horses and Iron before the Middle Ages begin, then you essentially don't
have a unique unit. This makes India a civ that can play with wildly
different result from game to game. In many ways you'd rather not have Horses
and Iron, since this will make it more likely that you have other resources
and luxuries, and you can always secure Iron later. Of course, you WILL need
to use your War Elephants to get a hold on an Iron supply, as this resource
is perhaps the most essential in the game and needs to be in your possession
when you invent Steam Power at the beginning of the Industrial Age.

India's attributes don't paint a particularly pretty picture. Religious and
Commercial have one plus, in that they provide an unusually stable society;
one turn anarchy and money to fund entertainment should ensure that your
people stay happy. Yet without a Big Three ability, India can have a tough
time and is a little bit aimless. The main priority with India is to decide
what you want, and go for it all out. By the end of the Middle Ages, you
should have decided on a victory type, and should be going for it all out.
With this kind of clear purpose India can be very effective.

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IROQUOIS

Tribe Names: Iroquois, Iroquois, Iroquois
Ruler Name: Chief Hiawatha
Culture Group: American

Personality
Favored Gov't: Communism
Hated Gov't: Monarchy
Aggression Level: Below Average

Unique Color: Purple

Bonuses: Expansionist
        Religious

Opening Techs: Pottery
              Ceremonial Burial

Cities:
Salamanca             Niagara Falls
Grand River           Allegheny
Cattaraugus           Oil Springs
Tonawanda             Mauch Chunk
St. Regis             Centralia
Akwesasne             Tyendenaga
Kahnawake             Caughnawaga
Oka                   Chondote
Gandasetaigon         Ganogeh
Gayagaahe             Gewauga
Goigouen              Kawauka
Kente                 Kiohero
Owego                 Neodakheat
Oiogouen              Skannayutenate
Onnontare

Great Leaders:
Shenandoah
Cornplanter
Tecumseh
Red Cloud
Sitting Bull

Special Characteristics:
Build Happiness Improvements Often.
Build Explore Improvements Often.

Unique Unit:
MOUNTED WARRIOR replaces HORSEMAN
A/D/M: 3/1/2

Coming next update...

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JAPANESE

Tribe Names: Japanese, Japan, Japanese
Ruler Name: Shogun Tokugawa (male)
Culture Group: Asian

Personality
Favored Gov't: Monarchy
Hated Gov't: Republic
Aggression Level: Above Average

Unique Color: Brick Red

Bonuses: Militaristic
        Religious

Opening Techs: The Wheel
              Ceremonial Burial

Cities:
Kyoto               Osaka
Tokyo               Edo
Satsuma             Kagoshima
Nara                Nagoya
Izumo               Nagasaki
Yokohama            Shimonoseki
Matsuyama           Sapporo
Hakodate            Ise
Toyama              Fukushima
Suo                 Bizen
Echizen             Izumi
Omi                 Echigo
Kozuke              Sado

Great Leaders:
Toto
Hirohito
Fujiwara

Special Characteristics:
Build Offensive Land Units Often.
Build Naval Units Often.
Build Happiness Improvements Often.

Unique Unit:
SAMURAI replaces KNIGHT
A/D/M: 4/4/2

Coming next update...

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PERSIANS

Tribe Names: Persians, Persia, Persian
Ruler Name: Emperor Xerxes (male)
Culture Group: Mid East

Personality
Favored Gov't: Monarchy
Hated Gov't: Democracy
Aggression Level: Above Average

Unique Color: Teal

Bonuses: Industrious
        Scientific

Opening Techs: Bronze Working
              Masonry

Cities:
Perseopolis             Pasargadae
Susa                    Arbela
Antioch                 Tarsus
Gordium                 Bactra
Sidon                   Tyre
Sardis                  Samaria
Hamadan                 Ergili
Dariush Kabir           Ghulaman
Zohak                   Istakhr
Jinjan                  Borazjan
Herat                   Dakyanus
Bampur                  Tureng Tepe
Merv                    Behistun
Kandahar                Altin Tepe
Bunyan                  Charsadda
Ura Tyube

Great Leaders:
Darius
Cyrus
Achaemenes

Special Characteristics:
Build Offensive Land Units Often.
Build Wealth Often.
Build Trade Improvements Often.

Unique Unit:
IMMORTALS replaces SWORDSMAN
A/D/M: 4/2/1

The Persians are my personal favorite civilization, combining two of the Big
Three abilities with a very satisfactory unique unit. On all levels, Persia
will be strong, but they are particularly excellent on the two lowest
difficulty levels, and so they are a great choice for beginning players.
Scientific and Industrious work particularly well together; quick production
and advanced technology spread to nearly all other fields, aiding you in
maintaining wealth, expanding culture, creating military power, and all other
aspects of the game. Persia is the ideal civilization for achieving a
Histographic victory because of its wide potential.

Immortals are a nice unique unit, they come at an ideal time for a war-
oriented Golden Age. The best Wonders will come a bit later, but you can use
the extra production to produce hordes of units and dominate your opponent,
hopefully gaining territory and resources. Immortals will really help you
with this offensive as well; if Iron Working is your first advance, you will
have the most powerful offensive unit for the entire Ancient Age. No other
unit equals the 4 attack power of the Immortals until the Knight comes along.
The early-game warfare is an important part of the most effective Persia
games; by the Modern Age, cities you capture in the Ancient Age will be huge
metropolises in your empire, and securing territory early is easier than
securing it later.

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ROMANS

Tribe Names: Romans, Rome, Roman
Ruler Name: Emperor Caesar (male)
Culture Group: Mediterranean

Personality
Favored Gov't: Republic
Hated Gov't: Communism
Aggression Level: Above Average

Unique Color: Red

Bonuses: Militaristic
        Commercial

Opening Techs: Warrior Code
              Alphabet

Cities:
Rome                 Veii
Antium               Cumae
Neapolis             Pompeii
Pisae                Ravenna
Hispalis             Viroconium
Lugundum             Lutetia
Byzantium            Brundisium
Syracuse             Caesaraugusta
Palmyra              Jerusalem
Caesarea             Tarentum
Nicomedia            Seleucia
Artaxata             Aurelianorum
Hippo Regius         Nicopolis
Londinium            Eburacum
Arretium             Gordion
Agrippina            Cyrene
Tyrus                Verona
Corfinium            Mediolanum
Treveri              Sirmium
Augustadorum         Trapezus
Bagacum              Lauriacum
Teurnia              Curia

Great Leaders:
Trajan
Hadrian
Maximus
Germanicus
Claudius
Anthony
Octavian
Titus

Special Characteristics:
Build Offensive Land Units Often.
Build Defensive Land Units Often.
Build Growth Improvements Often.
Build Production Improvements Often.

Unique Unit:
replaces SWORDSMAN
A/D/M: 3/3/1

Coming next update...

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RUSSIANS

Tribe Names: Russians, Russia, Russian
Ruler Name: Czarina Catherine (female)
Culture Group: European

Personality
Favored Gov't: Communism
Hated Gov't: Democracy
Aggression Level: Above Average

Unique Color: Brown

Bonuses: Expansionist
        Scientific

Opening Techs: Pottery
              Bronze Working

Cities:
Moscow              St. Petersburg
Kiev                Minsk
Smolensk            Odessa
Sevastopol          Tblisi
Sverdlovsk          Yakutsk
Vladivostok         Novgorod
Krasnoyarsk         Riga
Rostov              Astrakhan
Kharkov             Grozny
Dnepropetrovsk      Maikop
Kursk               Kuibyshev
Magnitogorsk        Uralsk
Kazan               Vologda
Murmansk            Vitebsk
Batum               Tiflis
Bryansk             Tula
Kalinin             Yaroslavl
Krasnovodsk

Great Leaders:
Ivan the Terrible
Peter the Great
Stalin
Lenin
Trotsky
Zukhov

Special Characteristics:
Build Air Units Often.
Build Growth Improvements Often.
Build Science Improvements Often.

Unique Unit:
COSSACK replaces CAVALRY
A/D/M: 6/4/3

Russia is another difficult civilization. On the plus side, the Expansionist
and Scientific combination can be highly effective at discovering resources
techs, then finding the resources, so luxuries and strategic materials should
be an advantage for you, not a problem. Yet the positive side of Russia is
largely overshadowed by the extensive negatives, most particularly their
unique unit which is the weakest in the game.

First off, the Cossack is little better than Cavalry. Adding a point of
defense to a fast attack unit is always of questionable value; even with this
defensive point it cannot really defend unless it is on a mountain square, or
has some other bonus. Enemy cavalries will make short work of the Cossack (6
attack against 4 defense), and even enemy knights will attack it with even
odds. And since the Cossack breaks the extremely valuable Knight-Cavalry
upgrade connection, it's actually WORSE than the unit it replaces. When
playing as Russia, it takes skill to overcome the weakness of your unique
unit.

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ZULUS

Tribe Names: Zulus, Zululand, Zulu
Ruler Name: Chief Shaka (male)
Culture Group: Mid East

Personality
Favored Gov't: Despotism
Hated Gov't: Democracy
Aggression Level: High

Unique Color: Black

Bonuses: Militaristic
        Expansionist

Opening Techs: Warrior Code
              Pottery

Cities:
Zimbabwe               Ulundi
Bapedi                 Hlobane
Isandhlwana            Intombe
Mpondo                 Ngome
Swazi                  Tugela
Umtata                 Umfolozi
Ibabanago              Isipezi
Amatikulu              Zunguin

Great Leaders:
Mpande
Zwelithini
Dingane
Cetshwayo

Special Characteristics:
Build Offensive Land Units Often.

Unique Unit:
IMPI replaces SPEARMAN
A/D/M: 1/2/2

The Zulus are the kind of civilization that the computer plays terribly, but
you can dominate with. The Impi is a very nice early unit, and the extra
point of movement pays off hugely at this stage of the game. This allows you
to create an excellent fast force, featuring Chariots or Horsemen and Impis,
and you will be the only civilization able to wield such a versatile army.
Protecting Horsemen with Impis maximizes their effectiveness and reduces
their vulnerability, without sacrificing any speed. The Impis are also a
great unit to build a lot of, since they are at the base of the best upgrade
path in the game, eventually rising all the way to Mech Infantry.

As you can imagine from the combination of Expansionist and Militaristic,
along with the maximum AI aggression level, the Zulus are Conquest or
Domination all the way. The domestic aspect of the Zulu culture is very poor.
All non-military improvements are full price, culture is slow to accumulate,
and techs take forever to research. The Zulus are ideal for a full-scale
military game plan, such as the ever-popular Despotic Conquest.

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EDITING TRIBES WITH THE CIVILIZATION III EDITOR

The Civ III editor is somewhat complex and difficult to use, but it's not all
that hard to edit your favorite Civilizations. First, you must allow modified
rules. To do this, go to options and remove the check on "Use Default Rules."
Then go to Edit, and under 'Rules' choose "Civilizations."

There are many options here, all of which have been explained under the Legend
earlier in the guide. The others mostly concern image files and other forms of
media associated with the civ, such as its Civilopedia entry. I wouldn't
recommend tampering with these unless you really know your stuff, as you will
almost certainly crash the game. Maybe if I get some experience I'll update the
guide for this, but first impression suggests that icons, etc. will be much
harder to modify that in Civ II. This makes sense, considering that instead of
2D icons we are now dealing with 3D animated sprites.

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CLOSING STATEMENT
Thanks for reading the guide!

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ACKNOWLEDGEMENTS:
Thanks to the creators of Civ III!
Thanks to Sid Meier for a great game!
Thanks to Dell for a great computer to play it on!
Thanks to GameFAQs, and especially to CJayC for doing such a great job there.
Most of all thanks to me, for the time it took to gather this information.

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"The Civilization III Tribes Guide"
Last Update: 20.6.2002
Version: 0.7
DENOUEMENT