LouLong
In love with Rei Ayanami
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
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