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
- Sid Meier's Civilization III Complete manual, Atari and Firaxis Games, May 27, 2005
- Civilization III manual, First Edition, Infogrames and Firaxis Games, Sep 2001
- Civilization III: Play the World manual, Infogrames and Firaxis Games, Sep 19, 2002
- Sid Meier's Civilization III, Prima's Official Strategy Guide, Prima Games, 2001
- Developer Update: Civ-Specific Abilities, Firaxis Games (Dan Magaha, civ3.com, archived), 2001
- Developer Update: Wonders and Small Wonders, Firaxis Games (Dan Magaha, civ3.com, archived), 2001
- Civ of the Week: Americans, Infogrames and Firaxis Games (civ3.com, archived), Dec 2001
- Civ of the Week: Japanese, Infogrames and Firaxis Games (civ3.com, archived), 2001
- Civilization III Review, GameSpot (Tom Chick), Oct 30, 2001
- How To Play Your First Game Of Civ 3, Suede, Feb 12, 2020 (video)
- A Civilization 3 Retrospective | Prepare For Civ 7, GamerZakh, Aug 17, 2024 (video)
- CIVILIZATION III HD! ► The Legendary Civ 3 Looks & Plays Awesome, GamerZakh, Apr 13, 2018 (video)
- Civ 3's Hardest Difficulty Done Right, Suede, May 28, 2024 (video)
- Explaining The Difficulty Levels Of Civ 3, Suede, Jul 27, 2019 (video)
- Civilization 3: Everything you need to know, Suede, Nov 12, 2025 (video)
Moments
How To Play Your First Game Of Civ 3
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A Civilization 3 Retrospective | Prepare For Civ 7
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CIVILIZATION III HD! ► The Legendary Civ 3 Looks & Plays Awesome
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See also
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ConquestsConquests is Civilization 3's second expansion, shipped by Atari on Nov 4, 2003 at $29.99 and made by Firaxis Games with Breakaway Games. It added nine historical scenarios, seven civilizations, the Agricultural and Seafaring traits, new governments, five wonders, the Demigod and Sid difficulty levels and more, includes Play the World, and is the version Civilization 3 Complete runs today.
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CivilizationsCivilization 3 has 16 civilizations in the 2001 base game, 24 with Play the World and 31 with Conquests. Each has one leader, two traits, two starting advances and one unique unit. -
Golden AgesA Civilization 3 Golden Age lasts 20 turns and raises the output of every worked tile; it happens once a game, usually when your unique unit wins its first battle against another civilization, or when you complete wonders that match both of your civilization's traits.
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Corruption and WasteIn Civilization 3, corruption takes part of a city's commerce and waste part of its shields; both rise with the city's distance from the capital and with the number of cities you own. Courthouses (half off, per Prima's guide), the Forbidden Palace, a better government and the Commercial trait reduce them, and the capital has none.
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Great Leaders and ArmiesIn Civilization 3 an elite unit that wins a battle has a small chance (1 in 16 in Prima's guide, 1 in 12 with the Heroic Epic) of producing a Great Leader, who can finish a wonder or other build in one turn or form an Army of up to three units (four with the Pentagon) that share their hit points. Conquests adds Scientific Great Leaders, earned by being first to an advance.
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GovernmentsCivilization 3's base game has five governments (Despotism, Monarchy, Communism, Republic and Democracy) plus Anarchy between them, and Conquests adds more, among them Fascism and Feudalism. Republic and Democracy give the most commerce and the least corruption but suffer war weariness; Monarchy and Communism suit war.