Civilization 3: Complete out forSince Sep 14, 2004

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Civilization Traits

Every Civilization 3 civilization has two of eight traits: Commercial, Expansionist, Industrious, Militaristic, Religious and Scientific from the 2001 base game, plus Agricultural and Seafaring added by Conquests. Each makes some buildings cheaper or adds a bonus, such as a one-turn Anarchy for Religious civilizations.

Every Civilization 3 civilization has two of eight traits: Commercial, Expansionist, Industrious, Militaristic, Religious and Scientific from the 2001 base game, and Agricultural and Seafaring, added by Conquests. The Complete manual (pp. 26-27) calls them "civilization qualities": each makes a family of city improvements cheaper or gives a bonus, such as a free advance at each new era for Scientific civilizations. Traits belong to the civilization, not to its leader, and they also decide which wonders start a Golden Age.

Quick facts

Traits per civilization 2 (2001 manual, p. 161)
Traits in all 8: 6 in the base game, 2 added by Conquests (Complete manual, p. 26)
Added by Conquests Agricultural, Seafaring
Most common (Conquests) Militaristic and Scientific, 9 civilizations each
Rarest (Conquests) Religious, 5 or 6 civilizations (Japan's row is misprinted)
Switch them off "Allow Civ-Specific Abilities" at setup (Complete manual, p. 30)

What each trait does

The table gives the Complete manual's wording, which describes the rules with Conquests installed, and the civilizations that carry each trait in its chart.

Trait Effect (Complete manual) Civilizations (Conquests) Since
Agricultural Base city squares produce 1 extra food; irrigated deserts produce extra food; Aqueducts, Recycling Plants and Solar Plants cost less Aztecs, Celts, Dutch, Incans, Iroquois, Mayans, Sumerians Conquests
Commercial Cities with large populations produce extra commerce; corruption is lower English, French, Greeks, Hittites, Indians, Iroquois, Koreans, Romans Base game
Expansionist Begin the game with a Scout; barbarian villages are more lucrative Americans, Arabs, Hittites, Incans, Mongols, Portuguese, Russians, Zulus Base game
Industrious Workers complete jobs faster; cities with large populations produce extra shields Americans, Carthaginians, Chinese, Egyptians, French, Mayans, Ottomans, Persians Base game
Militaristic Military improvements (Barracks, Coastal Fortresses) cost less; promotions to regular, veteran and elite happen more often Aztecs, Chinese, Germans, Japanese, Mongols, Romans, Spanish, Vikings, Zulus Base game
Religious Religious improvements (Temples, Cathedrals) cost less; Anarchy lasts one turn Arabs, Babylonians, Celts, Egyptians, Indians (and the Japanese, per the official profile) Base game
Scientific Scientific improvements (Libraries, Universities) cost less; a free advance at the start of each new era Babylonians, Byzantines, Germans, Greeks, Koreans, Ottomans, Persians, Russians, Sumerians Base game
Seafaring Tend to start near the ocean; coastal cities get bonus commerce in the city square; ships move faster and are less likely to sink; "water-based" improvements cost less Byzantines, Carthaginians, Dutch, English, Portuguese, Spanish, Vikings Conquests

Source: Civilization III Complete manual, pp. 26-29 (effects and the civilization chart).

No source read prints the size of these bonuses: how large a city must be for the Commercial and Industrious extras, or how much cheaper the improvements are. Prima's official strategy guide (p. 13) describes the Commercial and Industrious bonuses for the 2001 game as an extra commerce and an extra shield in the city square. GameSpot's 2001 review described Babylon's Scientific and Religious traits as half-price scientific and religious buildings.

The six base game traits

Commercial is the economy trait: more commerce from big cities and lower corruption. It is the only trait the Complete manual (p. 26) says lowers corruption; see Corruption and Waste for why that matters.

Expansionist civilizations start with a Scout, the only way to get one in the base game (2001 manual, pp. 201-205 lists the Scout as "Expansionist civs only"), and get better results from barbarian villages (goody huts).

Industrious speeds up every Worker's jobs and adds shields in large cities. The Complete manual's "Special Advance Effects" (pp. 126-127) add that Replaceable Parts doubles every Worker's work rate for everyone, on top of the trait.

Militaristic makes Barracks and Coastal Fortresses cheaper and promotes units more often. Promotions matter beyond combat strength: a Great Leader can appear only after a victory by an elite unit (2001 manual, pp. 201-205).

Religious makes Temples and Cathedrals cheaper and cuts Anarchy, the gap between governments, to one turn.

Scientific makes Libraries and Universities cheaper and gives a free advance at the start of each new era, of which there are four (Ancient, Middle Ages, Industrial, Modern).

Agricultural and Seafaring in Conquests

Conquests added Agricultural and Seafaring, and gave them to new and old civilizations alike. Agricultural adds a food to every city's base square and makes Aqueducts and the late-game Recycling and Solar Plants cheaper; Seafaring starts a civilization near the ocean and makes its ships faster and safer, per the Complete manual (pp. 26-27). Agricultural went to four of the seven Conquests civilizations (the Dutch, Incans, Mayans and Sumerians) and to the Aztecs, Celts and Iroquois; Seafaring went to three (the Byzantines, Dutch and Portuguese) and to the Carthaginians, English, Spanish and Vikings.

How traits changed between 2001 and Conquests

Seven civilizations had their traits changed when Conquests arrived, comparing the official profiles and the Play the World manual (pp. 18-21) with the Complete manual's chart:

Civilization Before Conquests Conquests
Aztecs Militaristic, Religious Militaristic, Agricultural
English Expansionist, Commercial Seafaring, Commercial
Iroquois Religious, Expansionist Commercial, Agricultural
Carthaginians Commercial, Industrious Seafaring, Industrious
Celts Militaristic, Religious Agricultural, Religious
Spanish Commercial, Religious Seafaring, Militaristic
Vikings Militaristic, Expansionist Seafaring, Militaristic

Sources: base game traits from the official Civ of the Week profiles; Play the World traits from its manual, pp. 18-21 (which prints the Vikings' first trait as "Military"); Conquests traits from the Complete manual, pp. 28-29.

The Japanese row of the Complete chart prints only "Militaristic". The official profile gives Militaristic and Religious, and no source says Japan lost a trait, so the missing word is probably a misprint.

The 2001 manual, printed before release, differs again. Its chart (pp. 161-162) gives Rome Industrious and Militaristic, China Industrious and Scientific and Persia Militaristic and Commercial, and a Firaxis developer update also called Rome "Militaristic and Industrious"; the shipped game, per the official profiles and every later manual, has Rome Militaristic and Commercial, China Militaristic and Industrious and Persia Scientific and Industrious.

Religious and Anarchy: one turn or none?

Both manuals say Religious civilizations suffer one turn of Anarchy when they change government: "Anarchy lasts only one turn during revolutions" in the 2001 manual (p. 162), and the same rule in the Complete manual (p. 26). Prima's guide (p. 13) says instead "No Anarchy between governments", and GameSpot's review says Babylon changes government "without a period of anarchy". This page follows the manuals.

Traits and golden ages

Traits also decide which wonders trigger a Golden Age. Firaxis's 2001 developer update on wonders says every Great Wonder carries one or more of the civilization strengths, and completing wonders that match both of your traits starts a Golden Age: China (Militaristic, Industrious) gets one from the Great Wall alone, which matches both. No source read lists each wonder's traits; Prima (p. 75) refers players to the Civilopedia.

Which trait is best?

No source read ranks the traits. Firaxis's Dan Magaha suggested in 2001 that an aggressive player "might want to consider a 'Militaristic' civ", while one who chooses diplomacy "could be better served by a 'Religious' or 'Commercial' civ". The "Allow Civ-Specific Abilities" option at setup turns every trait off, which the Complete manual (p. 30) calls "handy for leveling the playing field".

Frequently asked questions

How many traits are in Civ 3? Civilization 3 has eight traits with Conquests: Agricultural, Commercial, Expansionist, Industrious, Militaristic, Religious, Scientific and Seafaring. The 2001 base game and Play the World have six, without Agricultural and Seafaring.

What does Industrious do in Civ 3? In Civilization 3, Industrious civilizations' Workers finish jobs faster and their large cities produce extra shields, per the Complete manual. The Americans, Chinese, Egyptians, French and Persians are among the eight Industrious civilizations.

What does Militaristic do in Civ 3? Militaristic civilizations in Civilization 3 build Barracks and Coastal Fortresses more cheaply and promote their units to veteran and elite more often. Nine civilizations have it in Conquests, including the Germans, Romans, Mongols and Zulus.

What do Agricultural and Seafaring do in Civ 3? Agricultural, added to Civilization 3 by Conquests, adds a food to each city's base square and cheapens Aqueducts; Seafaring starts a civilization near the ocean, adds commerce to coastal cities and makes ships faster and less likely to sink.

Do Religious civs have no anarchy in Civ 3? Both Civilization 3 manuals say Religious civilizations have one turn of Anarchy when changing government. Prima's guide and GameSpot's review say there is none.

What is the best trait in Civ 3? No official source ranks Civilization 3's traits. Firaxis suggested Militaristic for aggressive players and Religious or Commercial for diplomatic ones.

Can you turn off traits in Civ 3? Yes: unchecking "Allow Civ-Specific Abilities" at setup gives every Civilization 3 civilization the same rules, according to the Complete manual (p. 30).

Sources

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See also

About this page

Last updated Oct 22, 2026 by the Vi.ki team. Page text CC BY-SA 4.0.

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