Technologies
Civilization 3's tech tree has four eras (Ancient Times, the Middle Ages, the Industrial Age and Modern Times) and 82 named advances in the base game; you must research every required advance of an era before the next era opens, while 18 optional advances can be skipped. After the last advance, Future Technology can be researched again and again for score.
Civilization 3's tech tree is split into four eras, Ancient Times, the Middle Ages, the Industrial Age and Modern Times, and holds 82 named advances in the base game by our count of Prima's official strategy guide (Table 6-2, pp. 82-86). Research cannot run ahead across eras: to enter the next era you must learn every advance of the current one except a short list of optional advances, per the 2001 manual (pp. 94-95). GameSpot's 2001 review described research passing "through a series of choke points" between the ages (GameSpot, Oct 30, 2001). Advances unlock units, city improvements, Wonders, Governments and new diplomatic and terrain abilities, and after the last of them, Future Technology adds to your final score.
Quick facts
| Eras | 4: Ancient Times, Middle Ages, Industrial Age, Modern Times |
| Advances (base game) | 82 by our count of Prima's Table 6-2 (Firaxis's Civilization 4 comparison says 81) |
| Per era (base game) | Ancient 21, Middle Ages 22, Industrial 22, Modern 17 (our count of Prima's chapter) |
| Optional advances | 18 in the base game, 20 in Conquests (Complete manual, pp. 125-126) |
| Starting advances | Two per civilization, set by its traits |
| Switching research | Loses the progress made (Complete manual, p. 124) |
| Free advances | Scientific trait (one per new era), the Great Library, Theory of Evolution (two), minor tribes |
| After the last advance | Future Technology, repeatable, adds to the score |
| Advances in Play the World and Conquests | Not counted in any source read |
How research works
Research is paid for with commerce. Each city turns a share of its commerce into science at the rate you set on the Domestic Advisor's screen, and every new advance costs more science than the one before, per the Complete manual (p. 123). Prima adds that prices "jump" at each new age, and that the science rate can be set at most to 90 percent (Prima, pp. 77-78). Libraries, Universities and Research Labs each add 50% to a city's science, and Copernicus's Observatory, Newton's University and the SETI Program double it in their city (Prima, Table 6-1, p. 79). Scientists, the specialist citizens described on Cities, add research directly, and Prima notes that a city of any size can now have them.
The Science Advisor's screen draws the whole tree as a flowchart, era by era. Clicking a distant advance queues every advance needed to reach it, and Shift-clicking builds a queue of your own, per the Complete manual (pp. 123-124). Changing the advance being researched is allowed at any time, but "you lose all of their work" on the one abandoned, the manual warns: unlike Civilization 4, Civ 3 keeps no partial progress.
Advances also come without research. Contact with a minor tribe (a goody hut) can give one, other civilizations trade them at the bargaining table, and an embassy lets you try to steal one (Complete manual, pp. 122-123, 157-158). Scientific civilizations get a free advance at the start of each new era (p. 26); the Great Library gives any advance known to two other civilizations; Theory of Evolution grants two at once (p. 133). In Conquests, the first civilization to learn Philosophy gets a free advance, per Firaxis's Conquests wonder notes, and being first to an advance raises the chance of a Scientific Great Leader, who can boost a city's science for 20 turns (Complete manual, p. 105; see Great Leaders and Armies).
Every civilization starts the game with two of the basic Ancient advances, and which two depends on its traits: Alphabet for Commercial, Pottery for Expansionist, Masonry for Industrious, Warrior Code or The Wheel for Militaristic, Ceremonial Burial for Religious and Bronze Working for Scientific (Prima, pp. 13, 77).
Eras and optional advances
An era opens only when the previous one is done. The Complete manual's rule is that you must research "almost all" of an era's advances, the exceptions being the optional ones, which "frequently make construction of Great Wonders possible" (Complete manual, pp. 125-126). An optional advance skipped can still be researched later, after you have moved on to a later era, Prima notes (p. 87). Modern Times has no optional advances.
| Era | Optional in the base game (2001 manual) | Optional in Conquests (Complete manual) |
|---|---|---|
| Ancient Times | Horseback Riding, Literature, Monarchy, Republic | The same four |
| Middle Ages | Chivalry, Democracy, Economics, Free Artistry, Military Tradition, Music Theory, Navigation, Printing Press | The same eight |
| Industrial Age | Advanced Flight, Amphibious Warfare, Communism, Espionage, Nationalism, Sanitation | Advanced Flight, Amphibious Warfare, Communism, Espionage, Fascism, Ironclads, Nationalism, Sanitation |
| Modern Times | None | None |
Source: 2001 manual, p. 95; Complete manual, pp. 125-126.
Conquests changed the tree. Its Industrial list adds two advances not in the base game, Fascism and Ironclads, and GameSpot's review said the expansion was "subtly reworking the technology tree" while tweaking many existing technologies (GameSpot, Nov 18, 2003). No source read prints the full Conquests tree or its count, so the tables below give the base game as Prima printed it in 2001; some prerequisites differ in Conquests.
Civilization 4 dropped the eras. Soren Johnson wrote in the Civilization 4 manual's afterword (p. 180) that the new tree left out "the distinct eras of Civ III, which often hemmed in the player"; see Civilization 3 vs 2 and 4.
Advances that change the rules
Some advances do more than unlock units and buildings. The Complete manual lists these special effects (pp. 126-128):
- Strategic resources appear on the map only with their advance: Iron with Iron Working, Horses with The Wheel, Saltpeter with Gunpowder, Coal with Steam Power, Oil with Refining, Rubber with Replaceable Parts, Aluminum with Rocketry and Uranium with Fission (Resources and Trade).
- Writing allows embassies, right of passage and military alliances; Navigation lets you trade maps, Printing Press lets you trade communications, and Nationalism allows mutual protection pacts, trade embargoes, mobilization and the draft (Diplomacy).
- Astronomy lets trade cross Sea squares and Magnetism Ocean squares.
- Construction lets Workers build Fortresses, Masonry Outposts, Flight Airfields; Engineering lets them plant forests and use road bonuses across rivers; Electricity lets them irrigate from any water; Steam Power brings railroads; Replaceable Parts doubles their work rate (Terrain and Workers).
- Satellites reveals the whole map.
Ancient Times
Ancient Times has 21 advances. Five of them (Alphabet, Bronze Working, Ceremonial Burial, Masonry, Pottery) plus Warrior Code and The Wheel need nothing first, which is where every civilization's two free advances come from.
| Advance | Needs | Allows |
|---|---|---|
| Alphabet | Nothing | Leads to Mathematics, Writing |
| Bronze Working | Nothing | Spearman, Hoplite, Impi; The Colossus |
| Ceremonial Burial | Nothing | Temple |
| Code of Laws | Writing | Courthouse |
| Construction | Iron Working, Mathematics | Aqueduct, Colosseum; The Great Wall; Workers build Fortresses |
| Currency | Mathematics | Marketplace |
| Horseback Riding (optional) | The Wheel, Warrior Code | Horseman, Mounted Warrior |
| Iron Working | Bronze Working | Swordsman, Immortals, Legionary; reveals Iron |
| Literature (optional) | Writing | Library; The Great Library |
| Map Making | Writing, Pottery | Galley, Harbor; The Great Lighthouse |
| Masonry | Nothing | Palace, Walls; The Pyramids |
| Mathematics | Masonry, Alphabet | Catapult |
| Monarchy (optional) | Warrior Code, Polytheism | Monarchy government; The Hanging Gardens |
| Mysticism | Ceremonial Burial | The Oracle |
| Philosophy | Writing | Leads to The Republic |
| Polytheism | Mysticism | Leads to Monarchy |
| Pottery | Nothing | Granary |
| The Republic (optional) | Philosophy, Code of Laws | Republic government |
| Warrior Code | Nothing | Archer, Bowman |
| The Wheel | Nothing | Chariot, War Chariot; reveals Horses |
| Writing | Alphabet | Embassies; leads to Code of Laws, Literature, Map Making, Philosophy |
Source: Prima's official strategy guide, Table 6-2, pp. 82-86 (base game, 2001); special effects from the Complete manual, pp. 126-128. Unique units such as the Impi and Immortals belong to one civilization each (Unique Units).
Middle Ages
The Middle Ages hold 22 advances, eight of them optional. Engineering, Feudalism and Monotheism open the era; Prima prints no prerequisites for them because the only requirement is finishing Ancient Times.
| Advance | Needs | Allows |
|---|---|---|
| Astronomy | Education | Caravel; Copernicus's Observatory; trade over Sea |
| Banking | Education | Bank |
| Chemistry | Gunpowder | Leads to Metallurgy, Physics |
| Chivalry (optional) | Monotheism, Feudalism | Knight, Samurai, War Elephant |
| Democracy (optional) | Printing Press, Banking | Democracy government |
| Economics (optional) | Banking | Smith's Trading Company |
| Education | Theology | University |
| Engineering | Start of the era | Leads to Invention; Workers plant forests |
| Feudalism | Start of the era | Pikeman, Rider; Sun Tzu's Art of War |
| Free Artistry (optional) | Democracy | Shakespeare's Theater |
| Gunpowder | Invention | Musketman, Musketeer; reveals Saltpeter |
| Invention | Feudalism, Engineering | Longbowman; Leonardo's Workshop |
| Magnetism | Physics | Frigate, Galleon, Privateer, Man-O-War; trade over Ocean |
| Metallurgy | Chemistry | Cannon, Coastal Fortress |
| Military Tradition (optional) | Metallurgy | Cavalry, Cossack; Military Academy |
| Monotheism | Start of the era | Cathedral |
| Music Theory (optional) | Education | JS Bach's Cathedral |
| Navigation (optional) | Astronomy | Explorer; Magellan's Voyage; map trading |
| Physics | Astronomy, Chemistry | Leads to Magnetism, Theory of Gravity |
| Printing Press (optional) | Theology | Leads to Democracy; trading communications |
| Theology | Monotheism | Sistine Chapel |
| Theory of Gravity | Physics (its row is missing from Prima's table) | Newton's University |
Source: Prima's official strategy guide, Table 6-2, pp. 82-86; Complete manual, pp. 126-128.
Industrial Age
The Industrial Age has 22 advances, six of them optional in the base game. Prima calls its tree "more like a web" (p. 101), so most advances must be learned before Modern Times opens. Nationalism, Steam Power and Medicine start the era.
| Advance | Needs | Allows |
|---|---|---|
| Advanced Flight (optional) | Flight, Radio, Motorized Transportation | Helicopter, Paratrooper |
| Amphibious War (optional) | Mass Production | Marine |
| Atomic Theory | Scientific Method | Leads to Electronics |
| Combustion | Refining, Steel | Destroyer, Transport |
| Communism (optional) | Nationalism | Communism government; Police Station |
| The Corporation | Industrialization | Leads to Refining, Steel |
| Electricity | Steam Power | Workers irrigate from any water |
| Electronics | Atomic Theory | Hydro Plant; Hoover Dam |
| Espionage (optional) | Nationalism, Industrialization | Intelligence Agency |
| Flight | Combustion | Bomber, Fighter, Airport; Airfields |
| Industrialization | Steam Power | Factory, Coal Plant; Universal Suffrage |
| Mass Production | Combustion, Replaceable Parts | Battleship, Carrier, Submarine |
| Medicine | Start of the era | Leads to Sanitation, Scientific Method |
| Motorized Transportation | Mass Production, Electronics | Tank, Panzer |
| Nationalism (optional) | Start of the era | Rifleman; pacts, embargoes, the draft |
| Radio | Electronics | Leads to Advanced Flight |
| Refining | The Corporation | Reveals Oil |
| Replaceable Parts | Electricity | Artillery, Infantry; reveals Rubber; Workers twice as fast |
| Sanitation (optional) | Medicine | Hospital |
| Scientific Method | Medicine, Electricity | Theory of Evolution |
| Steam Power | Start of the era | Ironclad; railroads; reveals Coal |
| Steel | The Corporation | Leads to Combustion |
Source: Prima's official strategy guide, Table 6-2, pp. 82-86; Complete manual, pp. 126-128. Conquests adds Fascism and Ironclads to this era.
Modern Times
Modern Times has 17 advances and none is optional. Computers, Ecology, Fission and Rocketry open it, and the last advances build the spaceship of the Space Race.
| Advance | Needs | Allows |
|---|---|---|
| Computers | Start of the era | Mech Infantry, Research Lab; SETI Program |
| Ecology | Start of the era | Mass Transit System, Solar Plant |
| Fission | Start of the era | Nuclear Submarine; The Manhattan Project; reveals Uranium |
| Genetics | Miniaturization | Cure for Cancer, Longevity |
| Integrated Defense | Superconductor, Satellites, Smart Weapons | Strategic Missile Defense |
| The Laser | Nuclear Power, Computers | SS Planetary Party Lounge |
| Miniaturization | Computers | Offshore Platform |
| Nuclear Power | Fission | Nuclear Plant |
| Recycling | Ecology | Recycling Center |
| Robotics | The Laser, Miniaturization | AEGIS Cruiser, Radar Artillery, Manufacturing Plant |
| Rocketry | Start of the era | Cruise Missile, Jet Fighter, F-15, SAM Missile Battery; reveals Aluminum |
| Satellites | Space Flight | ICBM, SS Thrusters; reveals the map |
| Smart Weapons | Satellites, The Laser | Leads to Integrated Defense |
| Space Flight | Rocketry | Tactical Nuke, SS Cockpit, SS Docking Bay, SS Engine; Apollo Program |
| Stealth | Synthetic Fibers | Stealth Bomber, Stealth Fighter |
| Superconductor | Fission, Space Flight | SS Fuel Cells, SS Life Support System |
| Synthetic Fibers | Recycling | Modern Armor, SS Exterior Casing, SS Stasis Chamber, SS Storage/Supply |
Source: Prima's official strategy guide, Table 6-2, pp. 82-86. Prima's advances table also lists the United Nations under Fission, while its wonder table gives Radio; see Wonders.
After Modern Times comes Future Technology. Each one researched adds to the final score, and another can then be started, per the Complete manual (p. 126).
Which advances to research first
Prima's guide gives era-by-era priorities rather than one best path (Prima, pp. 86-112):
- Ancient Times: Ceremonial Burial, for Temples, "should be high on your list", more so the higher the difficulty level; Writing is the most important of the second-tier advances, and Mysticism comes first only when you are racing for Monarchy; Map Making is a priority when your cities are separated by water.
- Middle Ages: Feudalism is the advance to pursue on entering the era, for Pikemen and Sun Tzu's Art of War, unless happiness is the problem, when Monotheism comes first; Theory of Gravity deserves priority on a peaceful path, before rivals build Newton's University.
- Industrial Age: Nationalism is "your best bet" on entering the era, for Riflemen, and Medicine and Sanitation follow, because a city cannot grow past size 12 without a Hospital; Steam Power looks most important but, Prima says, it is not; Electricity "should be fairly high" for irrigation from any water.
- Modern Times: Computers usually comes before Ecology, Fission is the least desirable of the four opening advances "in most cases", useful mainly to a warlike strategy, and Recycling matters when pollution is plaguing your cities.
These are Prima's recommendations for the base game. The Early Game Strategy and Space Race pages cover the paths in more detail.
Tech trading and the AI
Advances can be traded at the bargaining table like gold, maps or resources (Complete manual, pp. 163-165). Soren Johnson, Civ 3's co-designer, believes the game brought that table to 4X strategy games, per PC Gamer; he called it "one of the standout features of Civ 3" and also "a big mistake" (Designer Notes, Oct 8, 2021).
The trouble was the AI's trading. In a 2022 talk reported by PC Gamer, Johnson said players complained "that the AIs all started to have the same techs", because the computer leaders offered every new advance to "friends, rivals, even enemies", behaving like "a giant tech cartel" that sold advances cheaply (PC Gamer, Mar 24, 2022). On the player's side, he said, there was no reason not to add "one more gold piece" to a deal until the AI's maximum price was reached. His own verdict: "the AIs were just playing optimally; the problem was that the rules were bad" (Designer Notes, Oct 8, 2021). Diplomacy covers the rest of the table.
Frequently asked questions
How many techs are in Civ 3? Civilization 3's base game has 82 named advances by our count of Prima's official guide (Firaxis's own Civilization 4 comparison says 81), split into four eras, plus repeatable Future Technology. Conquests adds at least Fascism and Ironclads; no source read counts its full tree.
What are the eras in Civ 3? Civilization 3 has four eras: Ancient Times, the Middle Ages, the Industrial Age and Modern Times. You must learn every required advance of one era before you can research the next era's advances.
What are optional techs in Civ 3? In Civilization 3, optional advances are the ones you may skip and still enter the next era: 18 in the base game and 20 in Conquests, such as Monarchy, Republic, Democracy, Navigation, Sanitation and, in Conquests, Fascism and Ironclads.
Do you lose research when switching techs in Civ 3? Yes: in Civilization 3, changing the advance your scientists are working on loses all the research already put into it, per the Complete manual.
What is the best tech to research first in Civ 3? Civilization 3 has no single best first advance; Prima's official guide puts Ceremonial Burial (for Temples) and Writing high in Ancient Times, Feudalism first in the Middle Ages and Nationalism first in the Industrial Age.
Why does the AI have the same techs in Civ 3? In Civilization 3, the AI leaders trade advances freely with each other at the bargaining table, which co-designer Soren Johnson later compared to "a giant tech cartel" and called a mistake in the rules.
What does Future Technology do in Civ 3? In Civilization 3, each Future Technology researched after the last named advance adds to your final score, and it can be researched again and again.
Sources
- Sid Meier's Civilization III Complete manual (Steam-hosted PDF), Atari and Firaxis Games, 2005
- Civilization III manual, First Edition (archive.org copy), Infogrames and Firaxis Games, Sep 2001
- Sid Meier's Civilization III: Prima's Official Strategy Guide (archive.org copy), Prima Games (David Ellis), 2001
- The Wonders of Civ-Conquests (archived), Firaxis Games (Ed Piper), 2003
- Civilization III Review, GameSpot (Tom Chick), Oct 30, 2001
- Civilization III: Conquests Review, GameSpot (Jason Ocampo), Nov 18, 2003
- Civilization IV: compare features (archived), 2K Games and Firaxis Games, 2005
- Sid Meier's Civilization IV manual, "Afterwords by Soren Johnson", 2K Games and Firaxis Games, 2005
- Soren Johnson says Civ 3's bargaining table was a 'big mistake', PC Gamer (Tyler Wilde), Mar 24, 2022
- Old World Designer Notes #10: Diplomacy, Designer Notes (Soren Johnson), Oct 8, 2021
- How To Play Your First Game Of Civ 3, Suede, Feb 12, 2020 (video)
- The 12 most powerful techs in Civ 3, Suede, Dec 28, 2024 (video)
- Civ 3 Diplomacy Tutorial, Suede, Jun 10, 2019 (video)
Moments
How To Play Your First Game Of Civ 3
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- Civilization 3's tech tree is split into four eras, Ancient Times, the Middle Ages, the Industrial Age and Modern…
- Research is paid for with commerce. Each city turns a share of its commerce into science at the rate you set on the…
- Advances also come without research. Contact with a minor tribe (a goody hut) can give one, other civilizations trade…
The 12 most powerful techs in Civ 3
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Civ 3 Diplomacy Tutorial
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Photos
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. -
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. -
Civilization TraitsEvery 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.
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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. -
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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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.