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#1 |
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Firaxian
Join Date: Jun 2003
Posts: 146
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C3C - Government Breakdown
Civilization III: Conquests Government Breakdown
Type C/U T/C/M WR DL MPL C/W Hurry WW Special Feudalism 3 5/2/1 2 2 3 Prob. Force Low Req. Maint Fascism 1 4/7/10 4 2 4 Nuis. Force None Xeno/Resettle Republic 2 1/3/4 2 1 0 Nuis. Paid Low Maint/TradeBonus Democracy 1 0/0/0 3 1 0 Min. Paid High Maint/TradeBonus Communism 1 6/6/6 2 2 4 Comm. Force None Req. Maint Monarchy 1 2/4/8 2 2 3 Prob. Paid None Req. Maint Despotism 1 4/4/4 2 2 2 Ramp. Force None Maint/TilePenalty ![]() C/U = Cost per Unit T/C/M = Town/City/Metropolis WR = Worker Rate DL = Draft Limit MPL = Military Police Limit C/W = Corruption & Waste Min = Minimal Nuis = Nuisance Prob = Problematic Comm = Communal Ramp = Rampant Hurry = Hurrying Production Method WW = War Weariness Special = Special Attributes Req. Maint/Maint = Must pay city improvement maintenance TradeBonus = Standard Trade Bonus TilePenalty = Standard Tile Penalty Xenophobic = No culture growth in cities w/o 50%+ nation population Resettle = Forced Resettlement, switching to gov't causes lose of population 1 in town, 2 in city, 3 in metropolis Hope this helps clear up the debate! Jesse Smith Firaxis Games Producer, C3C (Edited: Added the table image for easy viewing. I'm leaving Jesse's original data intact just in case I make a mistake with the table. --TF)
Last edited by Thunderfall; Nov 02, 2003 at 03:37 PM. |
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#2 |
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Evil 6 yo + stuffed tiger
Join Date: Nov 2001
Posts: 1,531
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Thanks a lot. Great to see such details.
Looks like it will be more difficult to choose one's government now The xenophobic trait of government is definetly an addition to keep an eye on.... *Paalikles heads off to do some planning and scheeming* Last edited by Paalikles; Nov 02, 2003 at 02:19 PM. |
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#3 | |
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Deity
Join Date: May 2003
Location: Köln, Cologne, Colonia. Finally.
Posts: 4,981
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Quote:
Wasn't the big deal that Feudalism requires no maintenance? With maintenance required, it is inferior to Monarchy on all counts...And isn't Fascism overpowered with no maintenance, and a huge free unit support? I was under the impression it would be the other way around. Last edited by Doc Tsiolkovski; Nov 02, 2003 at 02:38 PM. |
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#4 |
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Firaxian
Join Date: Jun 2003
Posts: 146
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No maintenance with Feudalism had a very negative side effect - the AI wouldn't switch from it!! This is the must have gov't for players at the equator.
Fascism's no maintanence and free unit support is countered by the pop hit when switching to it and the inability to generate culture in new cities. If you expand to quickly your cities will revolt back to their original owner. |
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#5 |
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King
Join Date: Nov 2002
Location: Los Angeles
Posts: 931
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thank for the info!
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#6 |
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Evil 6 yo + stuffed tiger
Join Date: Nov 2001
Posts: 1,531
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An Excel spreadsheet thingie
Here is Jesse's work, inserted into Excel:
Spreadsheet compatible with win95 and newer Edit: Hm...what did go wrong here....will try to fix the link Edit 2: oops forgot to make a zip file. It should work now Edit 3: Works perfectly ![]() TF is a showoff
Last edited by Paalikles; Nov 02, 2003 at 03:32 PM. |
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#8 |
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Tradition
Join Date: Jun 2003
Location: Cape Cod
Posts: 8,116
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Fascism for me.
The resettle is a bad thing however, could throw a wrench in my multi point blitz attack with a huge miltary plan.
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#9 |
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Sentient wad o' hair
Join Date: Aug 2003
Location: Omnipresent
Posts: 1,404
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Feudalism seems to be only good for civs surrounded by poor terrain - deserts, tundra, and mountains especially, but also hills, jungle, probably marshes, and sometimes forests - and then only during the first two eras. The only redeeming quality of Feudalism (as compared to Monarchy) is that you get 3 extra free units per town, and the poor terrain keeps most towns from becoming cities. But when you research Communism, Feudalism essentially becomes obsolete, as Communism is better or equal in every way - unless your empire is really small and centered around your capital, in which case the corruption/waste of Feudalism would be less than Communism's communal corruption/waste.
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If you're one in a million, then there are 1,300 people just like you in China. |
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#10 |
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Khalif of the Box
Join Date: Mar 2002
Location: Livin' in a box
Posts: 85
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Wasn't it also that with fascism, you don't create any production? It was written on a page in this forum, that you had to rush everything you wanted to produce...
-I think.
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#11 | |
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Shaken, not stirred.
Join Date: Jan 2002
Location: Nanaimo BC Canada
Posts: 1,407
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Re: C3C - Government Breakdown
Quote:
And here comes the inevitable request for more ![]() Could you tell us which Civs will get the commerce bonus? I.e. the bonus which previously applied to Republic and Democracy - is it still the same for the previous governments, and does it apply to either of the new governments? Also, is there a difference between "req. maint" and "maint"? Not sure if I'm missing something, they seem the same to me so far since Monarchy is "req. maint" and Republic is "maint"
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#12 |
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Master of Points
Join Date: Dec 2001
Location: Sweden
Posts: 8,619
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Seems like Feodalism will only be good when you have a lot of towns, and I kinda hoped it would have communal corruption. It's practically all the bad things from Monarchy and Republic combined
![]() Although I can see it's usefulness.
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#13 |
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Shepherd of People
Join Date: Oct 2003
Posts: 82
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thanks for the info tavis. there has been quite a bit of discussion in my thread. i think this clears up the fog quite a bit.
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#14 | |
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Old man
Join Date: Aug 2003
Location: Maryland and Virginia
Posts: 519
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Re: Fascism vs production
Quote:
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#15 |
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Pave the way
Join Date: Oct 2003
Location: USA
Posts: 60
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Fascism looks like a war machine powerhouse, and it looks like the best peace government too especially if you believe in peace through strength! :soldier: Everything looks great except for feudalism; I don’t know how you could effectively use that one...
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#16 |
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The Fourth Doctor
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Personally I think Fascism is a little powerful. So many free units and corruption the same as Republic, and no WW. Altough the loss of population is pretty bad.
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#17 |
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Firaxian
Join Date: Jun 2003
Posts: 146
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Maint. and Req. Maint are the same
Democracy and Republic are the only ones that get the Trade (Commerce) Bonus in the Epic Game I look forward to reading your feedback once you have had some play time! We will definitely review suggestions for any future adjustments. |
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#18 |
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Emperor
Join Date: Mar 2002
Location: Belgrade, Serbia
Posts: 1,848
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That Fascism looks too strong.
Due to high free unit support and no buildings maintaince, it could be good as peace govenement for civs with big standing army. Maybe even better then Rep. & Dem. in some cases. Lose of pop due to change of goverment is not to serious (if cities were already maxed out before), and starving enemy cities to pop of 1 and adding one of your workers will give you 50% pop in conquered cities. On the other hand, Feudalism got the shaft considering that it has both 3gp/per unit cost, war warriness and no usablity if you have more cities at size larger then 6. Practicly it's only useful if 90% of your cities are up to size 6 (and no wars planned). Too many penalties and very little bonuses (in fact just one: 5 free units in town). |
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#19 | |
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All rights reserved™-TTYL
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Quote:
Very nicely thought out.
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#20 |
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Indescribable
Join Date: Oct 2003
Location: Plane Of Fish Sticks
Posts: 9,740
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You forgot to say that Communism has an espionage bonus.
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