Small Wonders
Small Wonders are national wonders that every civilization in Civilization 3 may build once, unlocked by an achievement such as eight cities or five Banks rather than by an advance alone. The base game has 10 (the Forbidden Palace, the Heroic Epic, the Military Academy and others) and Conquests adds the Secret Police Headquarters for 11.
Small Wonders are national wonders that every civilization in Civilization 3 may build once: the base game has 10 and Conquests adds the Secret Police Headquarters for 11, per the Complete manual's chart (p. 131). Unlike Great Wonders, which exist once in the world, they are unlocked by achievements: Wall Street needs five Banks, the Pentagon three Armies in the field and the Forbidden Palace eight cities, as Firaxis explained before release. The most important is the Forbidden Palace, a second center against Corruption and Waste.
Quick facts
| Small Wonders | 10 in the base game; 11 with Conquests (the Secret Police Headquarters) |
| How many each | Each civilization may build each one once |
| Unlocked by | An achievement or condition (cities, buildings, Armies, a resource), sometimes with an advance |
| Captured | Always destroyed when their city is captured |
| Obsolete | Never |
| Rushing | Gold cannot; a Great Leader can |
| Cheapest | The Military Academy, 150 shields |
| Culture | 1 to 4 points a turn (the Heroic Epic gives 4) |
Sources: Civilization III Complete manual, pp. 130-131 and 147; Prima's Official Strategy Guide, pp. 134-136; Firaxis: Wonders and Small Wonders; Civilization III FAQ: Combat.
How Small Wonders work
A Small Wonder is not unique in the world, but each civilization can build only one of each, and only after reaching its prerequisite achievement, the Complete manual explains (pp. 128 and 131). The manual's reasoning: these are wonders "not quite remarkable enough to be unique", or so useful that limiting them to one civilization would make the game less fun.
Three rules set them apart from Great Wonders. Small Wonders are always destroyed when an enemy captures their city, while Great Wonders change hands; they never go obsolete; and there is no race, since a rival finishing one does not stop you building yours (Firaxis: Wonders and Small Wonders; Complete manual, p. 131).
A Great Leader can rush a Small Wonder too. The official Civilization III FAQ (Mar 2002) calls a leader "the only way to rapidly rush the completion of a Wonder or Small Wonder"; see Great Leaders and Armies.
Prima's guide says to build Great Wonders first when you must choose: rivals can take a Great Wonder from you, but a Small Wonder will still be there later (Prima, p. 136).
Every Small Wonder
| Small Wonder | Era | Requirement | Cost | Culture | Effect | Added |
|---|---|---|---|---|---|---|
| Forbidden Palace | Ancient | 8 cities | 220 | 3 | Lowers corruption and waste as if it were a second capital | Base |
| Heroic Epic | Ancient | A victory by an Army | 240 | 4 | Great Leaders appear more often from victories | Base |
| Iron Works | Ancient | Coal and Iron in the city radius | 200 | 2 | +100% production in its city | Base |
| Military Academy | Middle Ages | Military Tradition and 5 Barracks (Prima) | 150 | 1 | Builds Armies in its city without a leader. Conquests: every Army gets a bonus of one sixth of its combined attack and defense | Base |
| Wall Street | Middle Ages | 5 Banks; 5 Stock Exchanges from Play the World on | Not given | 2 | Your treasury earns interest every turn | Base |
| Battlefield Medicine | Industrial | 5 Hospitals | 380 | 1 | Your units heal in enemy territory | Base |
| Intelligence Agency | Industrial | Espionage | 300 | 1 | Enables espionage missions | Base |
| The Pentagon | Industrial | 3 Armies in the field | 180 | 1 | Armies hold 4 units instead of 3 | Base |
| Secret Police Headquarters | Industrial | Espionage; Communism | 200 | Not given | A second Forbidden Palace, for Communist civilizations only | Conquests |
| Apollo Program | Modern | Space Flight; Aluminum | 400 | 3 | Allows spaceship parts | Base |
| Strategic Missile Defense | Modern | Integrated Defense; 5 SAM Missile Batteries | 320 | 1 | 75% chance to intercept each ICBM | Base |
Sources: Prima's Official Strategy Guide, pp. 134-137 (Table 7-3), 2001; Civilization III Complete manual, pp. 131 and 147, 2005; Firaxis (Ed Piper): The Wonders of Civ-Conquests, 2003; Play the World manual, p. 22, 2002. No source read gives Wall Street's cost or its rate of interest.
The Palace
The Palace is the improvement every civilization starts with: it is built free in your first city, which becomes the capital. Prima's table gives it a cost of 100 shields, 1 culture point a turn and Masonry as its advance; it eliminates corruption and waste in the capital and lowers them in nearby cities (Prima, pp. 121 and 130). You may have only one: building it in another city removes it from the old capital.
Forbidden Palace
The Forbidden Palace "lowers corruption as if it were a second capital", in the Complete manual's words (p. 131), and it needs eight cities. Prima calls it an excellent way to patch corruption and waste when an empire reaches eight cities early, before Courthouses and Police Stations help, and advises building it in the city that suffers most (Prima, p. 138). The rules for distance and corruption are on Corruption and Waste.
Communists get a second one in Conquests. The Secret Police Headquarters needs Espionage and a Communist government, costs 200 shields and acts as another Forbidden Palace, which Firaxis says helps Communist governments run larger empires.
Military Small Wonders
The Heroic Epic, the Military Academy and the Pentagon work together for a warlike player. Prima's guide (pp. 140, 143-144 and 171-172) says the Heroic Epic raises an elite unit's chance of producing a leader after a victory from 1 in 16 to 1 in 12, but it needs an Army that has already won; the Military Academy "provides the only consistent way of producing Armies"; and the Pentagon, which needs three Armies in the field, lets each Army carry a fourth unit (Prima). Conquests also made Armies stronger through the Military Academy, per Firaxis's update. How Armies fight is on Great Leaders and Armies.
Battlefield Medicine lets damaged units heal inside enemy borders, where units normally cannot recover (Complete manual, p. 107). Prima calls it "a vital component of any militaristic strategy" because wounded units no longer have to walk home (Prima, p. 137); it needs five Hospitals.
Production and economy
The Iron Works doubles one city's production, but only where Coal and Iron are both inside the city's radius. Prima advises founding a city on such a site whenever one turns up, and building the Forbidden Palace there too if it is far from the capital, so the extra shields are not lost to waste (Prima, p. 141).
Wall Street pays interest on your treasury every turn. Its requirement changed in Play the World: five Stock Exchanges instead of five Banks, per the Play the World manual (p. 22).
Space and nuclear defense
The Apollo Program is a Small Wonder in Civilization 3, so every civilization that wants to launch a spaceship must build its own. Prima notes that this ends the old tactic of letting a rival pay for it, and that building it no longer reveals the whole map; it needs Space Flight and Aluminum (Prima, pp. 136-137). The rest of the race is on Space Race.
Strategic Missile Defense replaced Civilization 2's SDI Defense improvement. One Small Wonder protects every city with a 75% chance to intercept each ICBM, but units around a city are no longer covered, Prima explains (pp. 136 and 146); it needs Integrated Defense and five SAM Missile Batteries.
Frequently asked questions
How many Small Wonders are in Civ 3? Civilization 3 has 10 Small Wonders in the base game and 11 in Conquests and the Complete edition, which add the Secret Police Headquarters, per the Complete manual (p. 131).
How many cities do you need for the Forbidden Palace in Civ 3? Eight. In Civilization 3 the Forbidden Palace needs 8 cities, costs 220 shields and lowers corruption as if it were a second capital, per Prima's guide (p. 134).
What does the Heroic Epic do in Civ 3? The Heroic Epic raises the chance that an elite unit produces a Great Leader after a victory from 1 in 16 to 1 in 12, per Prima's Civilization 3 guide (pp. 134 and 172); you can build it only after one of your Armies has won a battle.
What does the Military Academy do in Civ 3? The Military Academy lets its city build Armies without a Great Leader, and in Conquests it also gives every Army a bonus of one sixth of its combined attack and defense, per Firaxis. Prima lists Military Tradition and five Barracks as its requirements.
What happens to Small Wonders when a city is captured in Civ 3? In Civilization 3, Small Wonders are always destroyed when their city is captured, unlike Great Wonders, which pass to the captor, per the Complete manual (p. 131).
Can you move the Palace in Civ 3? Yes. Building the Palace in another city of your Civilization 3 empire moves your capital there and removes it from the old one, per Prima's guide.
Sources
- Sid Meier's Civilization III Complete manual, Atari and Firaxis Games, 2005
- Civilization III: Play the World manual, Infogrames and Firaxis Games, 2002
- Sid Meier's Civilization III: Prima's Official Strategy Guide, Prima Games, 2001
- Developer Update: Wonders and Small Wonders (archived), Firaxis Games, 2001
- Developer Update: The Wonders of Civ-Conquests (archived), Firaxis Games, 2003
- Civilization III FAQ: Combat (archived), Infogrames and Firaxis Games, Mar 2002
- The 4 Worst Game Features in Civ 3 (And How They Could Have Been Fixed), Suede, Jun 22, 2019 (video)
- How To Play Your First Game Of Civ 3, Suede, Feb 12, 2020 (video)
- 6 Civ 3 Gameplay Mechanics That Are Hard To Explain, Suede, Sep 4, 2022 (video)
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See also
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WondersCivilization 3 has 24 Great Wonders in the 2001 base game, 25 with Play the World (the Internet) and 29 with Conquests, which added the Temple of Artemis, the Statue of Zeus, the Mausoleum of Mausollos and the Knights Templar. Each exists once in the world, gives culture every turn, and can be rushed only by a Great Leader, never with gold. -
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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Space RaceTo win Civilization 3's space race you build the Apollo Program Small Wonder, then all 10 spaceship parts in your cities, and the first civilization to launch a finished ship wins at once. The parts need Space Flight, Satellites, Superconductor, Synthetic Fibers and The Laser, plus Aluminum, Rubber and Uranium. -
CitiesA Civilization 3 city works the squares of a "fat X" around it (21 squares counting its own), grows when its food box fills, and needs an Aqueduct to grow past size 6 and a Hospital past size 12. Citizens work tiles or become specialists (Entertainers, Taxmen, Scientists), and cities build one unit, improvement or Wonder at a time. -
City ImprovementsCivilization 3's city improvements (buildings) cost shields to build and gold every turn to keep, from the Temple (40 shields, 1 gold) and Library (80, 1) to the Factory (200, 3); Temples, Libraries, Cathedrals, Colosseums, Universities and Research Labs also earn culture. Prima's official guide calls the Temple arguably the first building for every city.