Sirian's Great Library - Strategies for Civilization III
Tips for Managing Morale in Your Cities

Nov 16, 2001: Controlling your cities means keeping the people happy enough not to be rioting. You can build improvements and some wonders to help. You can acquire luxuries, and connect all your cities via roads, harbors, or eventually airports. (You can even rely on the roads and harbors of peaceful neighbors). You can remove workers from terrain, within a city, and use them as entertainers. Or you can directly spend commerce on luxuries.
Nov 16, 2001: Luxuries are the best source of morale. The more, the merrier. Marketplaces further enhance this effect, if you have three or more sources of luxuries. However, if a luxury supply dries up because a trading partner raises prices past your willingness to pay, you may end with an entire turn of production wasted as all your cities riot, if your morale was close to the borderline of unrest. So it may pay to have an abundance of luxuries, to have more than you need, or at least to pay attention to when trade agreements may expire.
Nov 16, 2001: Religious civilizations have a slight advantage here. They build temples and cathedrals at half cost (30 and 70 instead of 60 and 140), so they should build these improvements in all their cities as quickly as reasonably possible. The Sistine Chapel would also be a desirable wonder, but it can be difficult to achieve, as it comes available during a time when (at least on higher difficulty) your civilization is likely to be behind in science. Bach's Cathedral is another possibility, but it also comes available at a relatively bad time, and the AI is fond of making a beeline for these two techs.
Nov 16, 2001: Particularly early in the game, be aware of the Garrison factor. Under Despotism, up to two units can quell discontent if fortified in the city. It may be wise to build a defensive unit and an offensive unit for each city (perhaps have one advanced city build barracks and crank them out quickly) to allow your cities to grow larger. Under Monarchy, the garrison limit grows to three. (Past the limit, additional troops have no effect). If you end up under monarchy for an extended period, three troops in every city might be a good idea, as it will cost less in lost production to pay maintenance than to have workers forced to do entertainment instead of gathering food and shields.
Jan 2, 2002: If you have secured Bach's Cathedral or the Sistine Chapel, or especially if you have built both, your civilization will be extra content, which may allow you to utilize the draft much more rigorously once you get to Nationalism. Keeping this in mind can markedly boost your military might in that era.
Jan 2, 2002: Shakespeare's Theater also makes for a good wonder to assist with using the draft heavily. If you happen to capture an enemy city that built this wonder, may be an even better situation for using it to supply a steady stream of conscripts -- although you can only draft your own citizens, not foreign nationals.
Aug 1, 2002: The price of luxuries depends on the size of your civilization. If you are larger than a trading partner, then you will have to add money to a lux-for-lux trade. If they are larger, you can make them pay extra. For this reason, you want to sell your spare luxuries to the largest civs, to make more profits. Likewise, as your civ grows, luxury import costs will rise, so get used to the price increases. It's still better to import than to pay for local lux taxes, when the imports are available. They do more at less cost (especially if you have markets).
Aug 1, 2002: The more luxuries you already have, the more the price goes up for each extra. So if you are buying multiple lux from a single supplier, try to deal for all such goods in the same deal, you'll get a lower price. If you deal one at a time, then you'll be paying higher price not just for one, but for ALL of them, as each time you renew a deal, the others are still active, driving your costs up.
Aug 1, 2002: As of patch 1.21f, the We Love the King Day celebrations are especially effective at reducing shield waste in corrupt cities. (This is another reason to import luxuries and build markets). Some cities that are wastelands for corruption may improve far enough with a WLTKD celebration as to be able to build a courthouse on their own, and then reduce corruption even more and become a valuable city. In distant, corrupt cities, you should manage morale carefully. To get a WLTKD, you have to have ZERO unhappy people in the city, and have half or more of the working population (not counting specialists) be happy. This takes some attention, and a city growing (and getting unhappy people) can actually cost you, as the WLTKD stops and shield waste increases. NOTE: WLTKD reduces the percentage of corruption, but won't wipe it out, and isn't as effective in low-corruption cities. It is also possible for some cities to be so far away, even this tip won't help them.

- Sirian

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