Conquests features comprehensive survey

LouLong

In love with Rei Ayanami
Joined
Nov 16, 2001
Messages
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Location
Fontainebleau FRANCE
LAST UPDATE : 10 / 24 / 2003

TRAITS (2):

2 new traits (Agricultural and seafaring) leading to redistribution of traits
Agricultural :
-1 bonus food in city square
-Extra food in irrigated desert tiles
-If an Agricultural city tile is next to water, the despotism penalty doesn't apply to the food of the city tile itself
-Cheaper aqueducts, recycling plants and solar plants

Seafaring :
- Ships have movement increased by 1
- Decreased chance of sinking
- Cities built along the coast receive a commerce bonus in the center city square
- Coastal start much more likely
- Cheaper docks and harbors

CIVILIZATIONS (7):

* Byzantine
Leader : Theodora
UU : Dromon (Greek fire throwing ship), 2.1.3 (cost = 30), lethal sea bombardment
Traits : Scientific, Seafaring

* Dutch
Leader : William of Orange
UU : Swiss Mercenary Pikeman 1.4.1 pike replacement
Traits : Agricultural, Seafaring

* Hittites
Leader : Mursilis I
UU : Three-man chariot 2.2.2 (cost = 30)
Traits : Expansionnist, Commercial

* Incas
Leader : Pachacuti Inca Yupanqui
UU : Chasqui scout 1.1.2 (cost =20)
Traits : Expansionist, Agricultural

* Mayas
Leader : Smoke Jaguar
UU : Javelineer 2.2.1 (cost = 30)
Traits : Agricultural, Industrious

* Portuguese
Leader : Prince Henry (= the Navigator)
UU : Carrack (replaces caravel) : 2.2.3 (cost = 40) enhanced attack and cannot sink in sea
Traits : Expansionist, Seafaring

* Sumerians
Leader : Gilgamesh
UU : Enkidu Warrior
Traits : Scientific, Agricultural


* +++ Bonus Civ (not included in the core game but leaderhead, king and UU (hussar 7.3.3) units will be included) : Austria +++


SCENARIOS (9) :
Note : the buildings might be just renames of other improvements
Note 2 : (alt) means a standard civ has been modified for the scenario, not a new complete civ per se. For instance Mycenians (alt) means they are an alteration of the Greeks

* MESOPOTAMIA
Egyptians, Mycenians (alt), Medea (alt), Hittites, Sumerians, Babylonians, Phoenicia (alt)
Buildings : Burial Mound, Temple of Artemis (W), Workers Housing ( = factory)
Terrains : name special terrains + bonus (ex Cedars of Lebanon), marshes (fish bonus), Strategic : stone
Functions : Victory conditions by building the 7 wonders


* RISE OF ROME
Rome, Carthago, Celts, Macedonian, Ptolemaic and Seleucid Greeks, Scyths
Buildings :
Terrains : volcanoes, resources : clay (?)
Functions :


* FALL OF ROME
Rome, Byzantium, Sassanids, Celts, Anglo-Saxons, Franks, Wisigoths, Ostrogoths, Vandals, Huns
Buildings :
Terrains :
Functions : versatile enslavement along slaving unit (worker --> marauder (fighting unit)).


* MIDDLE AGES
Byzantium, Arabs, English, Danes, Celts, Kievan Rus, Burgundy, France
Buildings : Templar Knights (spawns Templar every 5 turns)
Terrains : wool (lux), tar (strat : dromon)
Functions : Victory Points win, gained in various ways depending on the civ: English gain 10000 points by returning the Holy Grail to Jerusalem; Christian nations gain points by capturing Jerusalem; points available for conquering other nations

* MESO-AMERICAN
Incas, Mayas, Moche (alt), Aztecs, Olmecs (alt), Toltecs (alt)
Buildings : Stela, Ballcourt, Codex (W), Sun Temple (W = Battlefiel Medicine), Moon temple (W = Darwin's Wonder), sacrificial pit.
Terrains : Volcanoes. Strategic : Llamas, stone, exotic birds, maize, silver (?), Impassable rain forest, hill irrigation (terrace farming)
Functions : Sacrifice worker to get culture (+20) but causes unhappiness if they are your own, possible enslavement of defeated units (1 chance out of three), hill irrigation (terrace farming)


* AGE OF SAIL check for Yosimune's posts
European powers (England, Dutch, France, Spain, Portugal) and Native American powers (Iroquois, Aztecs, Mayas, Incas)
Buildings : Dias' Voyage, Luther's 95 Theses, Temple of the Moon, and Temple of the Sun
Terrains :
Functions : Sacrifice worker to get culture (Native Americans), Dias' Voyage produces one Colonist every three turns


* FEUDAL JAPAN : aka SENGOKU (includes PTW units)
18 Japanese medieval clans / regicide mod
Buildings : Archives, Noh-Kyogen theater, Local Magistrate, Fief establishment, Geisha House, Izumo shrines
Terrains : jade (strategic for ronin), sake (?)
Functions : Stealth attack (choosing which unit to attack in a stack, used for Ninjas), warrior monks can spot ninjas, ronins have hidden nationality.


* NAPOLEONIC EUROPE
France
Buildings :
Terrains :
Functions :


* WWII PACIFIC (includes PTW units) Sreenshots 1, 2, 3
Japan, USA, English commonwealth, Dutch, China
Buildings :
Terrains :
Functions : X2 damages on ships and planes within cities, lethal bombardment of ships by some planes, stealth attack (submarines), kamikaze (effectively trading one population point for the chance to bombard a target up to four squares away), special "first strike" turn for the Japanese


UNITS :

UU : (Note : these UUs might have different values in scenarios and in the core Civ3 game, not casted in iron then)

Chasqui scout (Incas) : 2/1/1 (all terrain as road likely + enslavement ability)
Enkidu Warrior (Sumerians) : 1/2/1 (latest preview)
Three-man chariot (Hittites) :
Javelineer (Mayas) : (enslavement ability)
Swiss Mercenary Pikeman (Dutch) :
Carrack (Portuguese) : 2.2.3 (cost = 40) cannot sink sea, increased attack, appears with Astronomy
Dromon (Byzantines) :2.1.3, lethal sea bombardment

Scenario units :
Daimyo : king unit, self upgrade 10 times (Feudal Japan)
Japanese Carrier (in WWII Pacific)
Cruisers (in WWII Pacific )
Ronin : hidden nationality (Feudal Japan)
A Bomb (WWII Pacific, US only)
Missionary : Age of Sail
New Roman Legionaire (?) : Rise of Rome (?)
Cataphract :
- Christian relics (3 different ones) : in medieval (princess flag reversed)
- spy (detect invisible) in medieval

Wonder-generated units :
- Templar Knights (foot unit) can not be built but one is generated every 5 turns by the Templar's wonder. 5.3.1 (shield equivalent = 70)
- Ancient cavalry : cannot be built but one is generated every 5 turns by the Zeus Temple wonder. 3.2.2 (shield equivalent = 40)

Regular units or units without specifications yet :
- Trebuchet
- Curragh (north of Pacatnamu) : early boat comes with Alphabet
- Viking Longboat
- Flak (anti-aircraft)
- SAM battery unit (mobile)
- TOW infantry
- Modern Paratrooper

Scientific leaders :
- May arise whenever a civilization is the first to research a new technology
- Are more likely to show up in Scientific civs
- Can be used up in rushing wonders, the same as military Great Leaders
- Can be used up by increasing scientific research by 25% for 20 turns in every city in the civ(!)

Abilities and Modifications :

- New flag : anti-aircraft (given to AEGIS cruiser for instance)
- late air force efficiency dramatically increased (lethal bombardment) which requires the use of mobile anti-aircraft units
- Armies are still not upgradable but they can now pillage without loss of movement point, they get an extra movement point, they have much better healing abilities and have blitz and radar abilities.
- Daimyo : seems (they were not very clear) like the new techs can both increase the stats directly or allow for upgrading the unit. Moddable.
- bonus on amphibious assaults (X 2) : marines
- Partial settler/worker abilities usable by other units (road-building legionaries probably)
- Enslavement (1 chance out 3 in winning combat) for some units only (moddable)
- Ship capture : Privateers can capture other ships (turned into conscripts)

NEW GOVERNMENTS :

Civ3 :
Feudalism (good for small civs) : high corruption and war weariness, unit-support = 3 (very expensive) but better than despotism.
Facism : efficient system (200% worker rate, limited corruption and war weariness, large free-unit support) but ethnic cleaning causes your cities to lose one pop point when switching to that government, makes your conquered cities lose population too and makes it impossible for your cities to produce culture until the majority of the population is of your own civ. (lots of interesting abilities).

Scenarios :
Blood cult (higher political form in the Meso American scenario)
Tribal council
Oligarchy
Imperialism


NEW BUILDINGS & WONDERS

Wonders :
Temple of Artemis : temple in every city on continent
Temple of Zeus : spawns ancient cavalry appear every 5 turns (requires ivory)
Knights Templar : regular spawning of Templars (every 5 turns)
Mausoleum of Maussollos : makes 3 unhappy citizens in city happy
Quetzalcoatl Temple :

Small Wonders :
The Secret Police Headquarters (reduces corruption) is Communism linked.

Wonders effects : Tourism
After 1000 years some Wonders start to produce an extra 2 commerce in their city, which increases with time.

Improvements : all improvements can be made obsolete with tech discovery


NEW TERRAINS & RESOURCES :

Bombardment can cause craters, craters can lead to disappearance of resources on the same but this can be cleared, as much as volcanoes-generated pollution

New terrains :
* Marshes : 2 mov points, cannot be crossed by wheeled units, bonus are both land (game, oil, rubber) or sea (fish (north of Sumer)) based.
*Volcanoes
- There is usually a two-turn warning before an eruption happens, although it can be immediate.
- Eruptions damage the surrounding terrain, (up to at least 2 squares away) although that damage can be removed.
- If an eruption hits a city, it is destroyed!
- The frequency of eruptions can be controlled in the game editor.

New resources (5) :
Strategic :
- Exotic birds (archer units)
- Jade (ronin in Japanese scenario)
- Stone
- Llamas
Bonus :
- Bananas (jungles)
- Oasis (desert)
- Maize

Luxuries :
- Salt
- Tobacco
- Sugar

CITY MANAGEMENT :

* 2 new specialists :
- Military Police : lowers corruption, available with Nationalism
- Civil Engineer : increases shield production available with replacable parts

* Toggle of disorder/love the king messages to increase speed

MAP / SCENARIO EDITOR :
* Fog of war tool
* Disasters (volcanoes, Plague)
* Pre-setting of Locked Alliances and Locked War
* Editable Victory Conditions
* Setting embassies

OTHER RULE CHANGES :

* AI improvemement : picking bombardment targets; escorting key naval transports like carriers and transports; "many" other AI improvements
* locked alliance available as well in MP mod (2 vs 2, 3 vs 3, 2 vs 2 vs 2 vs 2)
* New Victory Conditions
* Naval Transport of missiles
* Ailifting of workers
* 2 new levels : demigod (before deity) and Sid (after deity)
* Random World Size & Adjustable AI aggression levels
* Continental rally points
* Limited re-basing for planes
* Conquest of the capital increases chances of cultural conversions
* World Map (not units) revealed through the use of sattelites
* Refined bombardment strategies
* repeated messages toggling
* Printing Press prerequisite for exchanging communication (former writing I think) to limit alliances across the world
* Navigation prerequisite for exchanging maps (former Mapmaking) to limit expansion
* MP : maybe more than 8 players (cf scenario with more than 8 civilizations)
* Government-specific small wonders (at least)
* Many exploit/bug fixes, including Ring City Placement
 
I think the Hittite UU is a three horse chariot not a three man chariot
 
Ok, I tried finding the screenshot with it in it but couldn't
 
There is a new Civ specialty that England, for one, will change to. That is Seafaring (or something like that). Not sure which of the new Civs will also have it, or if any other current Civs will change to it...
 
Great Job LouLong :goodjob:

But, yes you forgot the 2 new civ traits.

Seafaring:

Agricultural:

What they do, only the Betas know. :)

EDIT: :wavey: Oops, I should learn to read things, more carefully. :)
 
@sourboy and @ Mr Black:

I have actually mentionned the new traits twice (once as a note in Civilizations and once in rule changes.

Mr Black, thanks.

I spent so much time trying to be sure of different informations in different places that I thought it would be handy to gather them for the others.
 
Loulong - You can currently set the agression level of civs - or do you mean set if for all civs at once?
 
Well done Loulong.

It looks very thorough. I remember three changes from the various previews or from someone from Firaxis that I didn't read in your overview (maybe I overlooked it).

-Kamikaze unit (Japan of course) in the WWII Pacific scenario.
-A change to precision bombardment (I don't remember reading any specifics), so this is vague. Maybe someone else remembers it more precisely.
-Jeff from Atari said that there would be a change in the combat system. This was in a thread where someone was complaining about the combat system. It was said
here (10-th post).


I was wondering about two things.
Where did you read about the likely change of plagues (if you remember)?
Do you think that the disapearance of resources by craters will be permanent or will they reappear somewhere else on the map?
 
Originally posted by Roland Johansen
Well done Loulong.

It looks very thorough. I remember three changes from the various previews or from someone from Firaxis that I didn't read in your overview (maybe I overlooked it).

-Kamikaze unit (Japan of course) in the WWII Pacific scenario.
-A change to precision bombardment (I don't remember reading any specifics), so this is vague. Maybe someone else remembers it more precisely.
-Jeff from Atari said that there would be a change in the combat system. This was in a thread where someone was complaining about the combat system. It was said
here (10-th post).


I was wondering about two things.
Where did you read about the likely change of plagues (if you remember)?
Do you think that the disapearance of resources by craters will be permanent or will they reappear somewhere else on the map?

thanks.
- kamikaze : I will check what I can find (missile like ?)
- precision bombardment I will add it but don't know exactly what it will be.
- new combat system I read but I have no clue about it. I will add it though.

About the questions :
- plague in a preview but no change to flood plain/jungle disease. Just another kind of troubles... :D
http://pc.ign.com/articles/429/429480p2.html
- resources disappearance : not sure. But I guess it just destroys them and they might reappear only according to their appearance percentage. The IGN preview says they are destroyed for good.
 
A few things added thanks to feedback (new combat system, kamikaze,...) + some other infos (luxuries : salt, tobacco).

BTW I changed javelineer to javelin-thrower since it seems there were some languages pbs.
 
Originally posted by LouLong


thanks.
- kamikaze : I will check what I can find (missile like ?)
- precision bombardment I will add it but don't know exactly what it will be.
- new combat system I read but I have no clue about it. I will add it though.

The kamikaze unit is in the article you gave me a link to ;) . In the second paragraph. In this paragraph also two scenario specific airplanes are mentioned and some other units. In the fourth paragraph limitations to aircraft rebasing ranges are mentioned. A few small other changes are also mentioned in this article (message toggles, tourism bonus). Now that I reread this second page of this article, I remember it again. It was maybe the best preview we got until now. Maybe some changes mentioned in the first page aren't in your summary yet. I have no time to check, I have to get some sleep.


About the questions :
- plague in a preview but no change to flood plain/jungle disease. Just another kind of troubles... :D
http://pc.ign.com/articles/429/429480p2.html
- resources disappearance : not sure. But I guess it just destroys them and they might reappear only according to their appearance percentage. The IGN preview says they are destroyed for good.

Thank you for this info. I hope the resources will reappear somewhere else. Otherwise the world will become very poor in resources.
 
Originally posted by LouLong


thanks.
- kamikaze : I will check what I can find (missile like ?)
- precision bombardment I will add it but don't know exactly what it will be.


The only mention I've heard for precision bombing was one statement mentioning the new stealth attack (that allows you to attack any unit in a stack). It was something about this could mean you give modern aircraft "Stealth Attack" and you get Precision Bombing. Not sure where I saw that, though.
 
what do you people think the byzantine traits and unique unit will be? perhaps it will be greek fire ships and they will totally annihilate wood ships ... and reak havoc upon the civilization universe ...
 
Unless they add a Medieval ship before Caravels and after Gelleys, I don't think that would be it.

My guess would be a Cataphract. Maybe a 5.3.2 Knight.

For traits, I'm not sure. I strongly think Commercial should be one. Scientific, Commercial and Religious, Commercial seem to be good fits. But, when analyzing what traits each civ will be, I can't find a civ for Commercial, Expansionist. I wonder if that's a possibility.
 
The Civ3 people were thinking of adding plagues as another 'Natural Disaster', along with Volcanoes! It was specifically due to appear in a Medeival Scenario but, obviously, if it's in a scenario, it will be in the Editor :cool: . Of course, no FINAL decision has been made by ATARI about whether plagues will be in, or not!!

Yours,
Aussie_Lurker.
 
New terrains :
Marshes : 2 mov points, cannot be crossed by wheeled units

I wonder how workers will treat this kind of terrain. There is nothing to chop, so wouldn't changing the marsh mean terraforming?
 
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