User:Jenova20/List of Civilization III Technologies

There are 83 technologies in Civilization III, discoverable through 4 ages of history. The ages of the "technology tree" start from prehistoric times, when man was first learning literacy and crafting the wheel, to modern times, with computers, the internet, and nuclear weapons. The technologies are a mixture of Military, Construction and Diplomatic advances, giving players freedom to choose what to research first, what not to research at all (in some cases), and multiple different ways to win including: destruction of every other civilization (conquest victory), cultural victory, domination victory, diplomatic victory, histograph victory, and Space Race victory. The Play The World expansion added regicide, capture the flag and elimination victories.

Every civilization also starts with two technologies, based on their characteristics.

To do

 * Add small wonders here
 * Military Academy - requires A victorious army
 * Pentagon - requires 3 armies in the field
 * Add rest of the 10 Alpha Centauri ship parts to right columns and check names:
 * Exterior Casing
 * Stasis Chamber
 * Storage
 * Fuel Cells
 * Life Support
 * Planetary Party Lounge
 * Thrusters
 * Add airfield, outpost and radar tower to Worker actions
 * Add Guerilla and Medieval Infantry to unit list
 * Add custom civ units to the table

Currency
Currency gives the civilization access to the Marketplace improvement in cities - the precursor to the modern bank.

The Republic
The invention of The Republic gives access to the government type of the same name.

Monarchy
The invention of Monarchy gives access to the government of the same name and also the Hanging Gardens world wonder.

Military Tradition
In reality Military Tradition was created in Europe as a system for organising soldiers based on skill and experience, instead of birthright. Napoleon Bonaparte managed to bring most of Europe under French control with his command of this.

In Civilization 3 the Military Academy wonder is available to the player after the researching of Military Tradition, as are the mounted Cossack, Sipahi and Cavalry units.

Ironclads
The research into Ironclad technology is limited, allowing only the creation of the ironclad unit, and with no further developments from the research.

Fascism
The discovery of Fascism gives access to the Fascism government type, which in reality was invented during World War I and adopted by Benito Mussolini and later Adolf Hitler.

Steel and Atomic Theory
The Steel and Atomic Theory technologies do not grant anything, but instead work as necessary research for later unit advances, creating more effective ships and aircraft.

Combustion
The combustion development is a direct continuation from the refining and steel technologies, which allows the construction of the Cruiser, Destroyer and Transport ship units.

Amphibious War
Amphibious war allows production of the Marine unit, which is capable of attacking directly from a transport ship, reminiscent of the World War II Normandy landings.

Fission
Fission begins a nuclear race in Civilization 3, with the Uranium resource appearing, and required for the new Nuclear Submarine unit. The completed research into Fission also provides two world wonders: the United Nations (which is required for the diplomatic victory type), and the Manhattan Project, which is required for the later development of nuclear weapons.

Computers
The creation of Computers unveils the Seti Program world wonder and Research lab building, as well as the Mech Infantry unit to rival the standard tank.

Space Flight
Space Flight is the first step towards a Space Race victory, with the construction of the Apollo Program and first three ship components: the SS Cockpit, SS Docking Bay, and SS Engine. The technology also has military applications, with the Tactical Nuke unit introduced.

Nuclear Power
Nuclear Power is a peaceful development from fission. It allows the construction of a Nuclear plant in each city to boost production and has a minor chance of causing a nuclear meltdown every turn.

Genetics
The manipulation and understanding of Genetics allows the construction of both the Longevity and Cure for Cancer world wonders, eliminating disease entirely and increasing happiness in the host nation.

Stealth
Stealth follows on from where Synthetic Fibres starts. It gives access to the Stealth Bomber and Stealth Fighter aircraft, which are the most advanced aerial units in the game.

Future Tech
Future Tech is a recurring technology available after every other advance has been discovered or invented. Unlike Civilization II, Civilization III does not speculate on future technology or warfare and ends at the Modern Age. After discovery, the next part of Future Tech becomes available and immediately begins research, with the recurrences being limitless and only increasing the score of the player.

Starting Technologies

 * Aztec - being militaristic and religious have Warrior code + Ceremonial Burial
 * Babylon - being religious and scientific have Ceremonial Burial + Bronze Working
 * China - being militaristic and industrious have Warrior code + Masonry
 * Egypt - being industrious and religious have Masonry + Ceremonial Burial
 * England - being expansionist and commercial have Warrior code + Alphabet
 * France - being industrious and commercial have Masonry + Alphabet
 * Germany - being militaristic and scientific have Warrior code + Bronze Working
 * Greece - being scientific and commercial have Bronze Working + Alphabet
 * India - being religious and commercial have Ceremonial Burial + Alphabet
 * Iroquois - being expansionist and religious (Agricultural + commercial in Conquests) have Pottery + Ceremonial Burial
 * Japan - being militaristic and religious have The Wheel + Ceremonial Burial
 * Persia - being scientific and industrious have Bronze Working + Masonry
 * Rome - being commercial and militaristic have Alphabet + Warrior code
 * Russia - being expansionist and scientific have Pottery + Bronze Working
 * United States - being industrious and expansionist have Masonry + Pottery
 * Zulu - being militaristic and expansionist have Pottery + Warrior code

Play The World expansion

 * Spanish - being religious and commercial have Ceremonial Burial + Alphabet
 * Mongols - being militaristic and expansionist have Masonry + Warrior code
 * Vikings - being militaristic and expansionist have Pottery + Warrior code
 * Celts - being religious and militaristic have Ceremonial Burial + Warrior code
 * Carthaginians - being commercial and industrious have Alphabet + Masonry
 * Ottomans - being industrious and scientific have Masonry + Bronze Working
 * Arabs - being expansionist and religious have Ceremonial Burial + Pottery
 * Koreans - being commercial and scientific have Bronze Working + Alphabet