Civilization III adventure archiveCivilization IIIGUIDES
Civilization III / Cities & growth

Civilization III food, shields, commerce and city growth

Read the city screen before adding another settler or expensive building.

Edition covered

Civilization III fundamentals, using Complete as the pictured edition. Complete includes Play the World and Conquests; expansion civilizations, traits, units and scenarios differ from the 2001 base game. Scenario rules can override the standard epic-game rules.

Separate the three tile yields

Civilization III Complete coastal cities with roads and nearby resources.
Civilization III Complete coastal cities with roads and nearby resources.

Food supports population, shields build units and improvements, and commerce funds the national budget. A city working a high-commerce tile may still starve if its food balance is negative.

Basic city yields
YieldMain useTypical improvement
FoodPopulation support and growthIrrigation on suitable terrain
ShieldsUnit and building productionMines on suitable terrain
CommerceResearch, treasury and luxuriesRoads on worked tiles
CultureBorder growth and cultural influenceTemple, Library and other cultural buildings

Build for the local bottleneck

A Granary accelerates repeated growth by retaining food, while an Aqueduct permits growth beyond the normal size-six limit when fresh water does not already satisfy the requirement. These solve different problems.

Growth and output buildings
BuildingMain effectUseful when
GranaryRetains part of the food box after growthRepeated growth or settler production
AqueductAllows larger cities without suitable fresh waterA settlement is stuck at size six
HospitalAllows growth beyond size twelveLate-game population is constrained
MarketplaceImproves tax income and luxury benefitsA commercial city has connected luxuries
LibraryImproves research and adds cultureA science-producing city needs investment

Remember the settler population cost

Settlers consume population as well as production. A city that is too small cannot complete the normal settler cycle efficiently, so pair expansion with reliable food and roads to the next site.

Control disorder early

Unhappy citizens can halt a city's work. Luxuries, the luxury slider, happiness buildings and suitable government tools provide different solutions; inspect the citizen display before ending the turn.

Useful tip

Unhappy citizens can halt a city's work. Luxuries, the luxury slider, happiness buildings and suitable government tools provide different solutions; inspect the citizen display before ending the turn.

References
Guide references
ReferenceWebsite
Publisher game and edition listingstore.steampowered.com
Publisher manualshared.fastly.steamstatic.com