Civ3 Conquests Additions & Changes List

C3C Changes from PTW

Civ Traits

New Traits
Agricultural - Provides one bonus food in the city square in all governments except despotism. In despotism, the bonus food only appears if the city is by fresh water. Half-price aqueduct, hospital, solar plant, hydro plant.

Seafaring - Cities on the coast of salt water gain one extra commerce in the city square. +1 naval movement. Less chance of sinking in sea/ocean when sailing there before they are safe. Half price harbor, commercial dock, offshore platform.

Traits Changed
Industrious worker speed bonus reduced from 100% to 50% faster than non-Industrious workers.

New Civs' Traits
Byzantium - Seafaring, Scientific
Hittites - Expansionist, Commercial
Inca - Agricultural, Expansionist
Maya - Agricultural, Industrious
Netherlands - Agricultural, Seafaring
Portugal - Seafaring, Expansionist
Sumeria - Agricultural, Scientific

Old Civs' Changed Traits
Aztecs - from Militaristic, Religious to Agricultural, Militaristic
Carthage - from Commercial, Industrious to Industrious, Seafaring
Celts - from Militaristic, Religious to Agricultural, Religious
England - from Commercial, Expansionist to Commercial, Seafaring
Iroquois - from Expansionist, Religious to Agricultural, Commercial
Scandinavia - from Expansionist, Militaristic to Militaristic, Seafaring
Spain - from Commercial, Religious to Religious, Seafaring


Units

New Units
Code:
Unit Name	   A/D/M(A.R.F)	   Cost	 Tech	           Resources	Upgrades     Upgrades	Notes
					                                From         To
Ancient Cavalry    3/2/2	   40	 None	           Ivory	None	     None	+1 hp, produced every 5 turns by Statue of Zeus when ivory is present, can't be built "normally"
Carrack            2/2/4(3.1.1)	   40	 Astronomy	   None	        Galley	     Frigate	Portuguese UU replacing caravel, safe on ocean, holds 3
Chasqui Scout      1/1/2	   20	 None	           None	        None	     Explorer   Incan UU replacing scout, ignores movement penalty of hills/mountains
Crusader           5/3/1	   70	 None	           None	        None	     None	Produced every 5 turns by Knight's Templar, can't be built "normally", can build fortress
Curragh            1/1/2	   15	 Alphabet	   None	        None	     Galley
Cruiser            15/10/6(7.1.2)  160	 Combustion	   Oil	        None	     None	Anti-aircraft 1, radar
Dromon             2/1/3(2.1.2)	   30	 Map Making	   None	        Curragh	     Caravel	Byzantine UU replaces galley, holds 2, lethal sea bombard
Enkidu Warrior     1/2/1	   10	 None	           None	        None	     Pike	Sumerian UU replacing spear
Flak               1/6/1	   70	 Flight		   None	        None	     Mobile SAM	Anti-aircraft 2
Guerilla           6/6/1(3.0.1)	   90	 Replaceable Parts None	        Longbow, MDI TOW
Javelin Thrower    2/2/1	   30	 Warrior Code	   None	        None	     Longbow	Mayan UU replacing archer, has 1/3 chance to enslave
Mobile SAM         1/6/2	   100	 Rocketry	   None	        Flak	     None	Anti-aircraft 4
Modern Paratrooper 6/11/1	   110	 Synthetic Fibers  Oil, Rubber	Paratrooper  None	Airdrop
Three-Man Chariot  2/2/2	   30	 The Wheel	   Horses	None	     Knight	Hittite UU replacing chariot and horseman; wheeled
Trebuchet          0/0/1(6.1.1)    30	 Engineering	   None	        Catapult     Cannon
Swiss Mercenary    1/4/1	   30	 Feudalism	   Iron	        Musketman    Rifleman	Netherlands UU replaces pike (and typically musketman)
TOW Infantry       12/14/1(6.0.1)  120	 Rocketry	   None	        Guerilla     None

Changes to Old Units
AEGIS Cruiser from 12/10/5 (4.2.2) to 15/10/7 (6.2.2) with anti-aircraft
Archer gains (1.0.1) bombard.
Battleship gains anti-aircraft 2.
Carrier move increased from 4 to 7 and gains anti-aircraft 1.
Cossack from 6/4/3 to 6/3/3 with blitz.
Cruise Missile range increased from 3 to 4.
Destroyer move increased from 5 to 8 and gains anti-aircraft 1.
Explorer now available with Astronomy, not Navigation.
Frigate from 2/2/4 (2.1.2) to 2/2/5 (3.1.2).
Gallic Swordsman cost decreased from 50 shields to 40 shields.
Helicopter from carrying 1 to carrying 3.
H'wacha from (12.1.1) bombard to (8.1.1) bombard with lethal land bombard.
Ironclad from 4/4/4 (4.1.2) to 5/6/4 (6.1.2) available with Ironclads tech.
Jaguar Warrior cost increased from 10 shields to 15 shields. Now requires Warrior Code. No longer replaces warrior.
Longbow gains (2.0.1) bombard.
Man-O-War from 3/2/4 (3.1.2) for 60 shields to 4/2/5 (4.1.2) for 65 shields, with a chance to enslave.
Marine from 8/6/1 to 12/6/1.
Musketeer from 3/4/1 to 2/5/1 with (2.0.1) bombard.
Nuclear Submarine move increased from 4 to 5.
Paratrooper from 6.8.1 to 4.9.1.
Privateer from 2/1/3 for 60 shields to 2/1/5 for 50 shields, with a chance to enslave.
Radar Artillery move increased from 1 to 2.
Submarine move increased from 3 to 4.
Transport from 1/4/5 carrying 8 to 1/2/6 carrying 6.
War Elephant now gains an extra +1 hp.


Terrain and Improvements

New Terrain
Volcano - 0 food/3 shields/0 commerce, takes 3 MP, gives 80% defense bonus, can't be improved, occasionally erupts to destroy nearby units/improvements and create pollution
Marsh - 1 food/0 shields/0 commerce, takes 2 MP, gives 20% defense bonus, can be cleared, can be roaded for 1 commerce, cities can't be formed on marsh, causes disease.


New Improvements
Barricade - improved fortress - increases defense bonus to 100% and stops all units trying to move through it
Craters - created when a square is bombarded to nothing - takes time to clear before the square can be further improved
Ruins - created when a town is razed - has no effect on square productivity - disappears when square is improved

New Bonus Resources
Sugar - 1 food and 1 commerce (found on plains and hills)
Fruit - 1 food and 1 commerce (found in jungle)
Oasis - 2 food (found in desert)
Tobacco - 1 commerce (found in grassland, hills, and plains)


Tech Tree Changes

New Techs
Ironclads - requires Steam Power, required for nothing, allows Ironclads unit, optional tech
Fascism- requires Nationalism, required for nothing, allows Fascism Government, optional tech

Techs Removed
Radio - Civil Defense now available with Electronics

Other Changes
Electronics is no longer a prerequisite for Motorized Transportation.
Philosophy now gives a bonus tech to the first civ to research it.


Government Changes

New Governments
Feudalism - available with Feudalism, problematic corruption (like Monarchy), low war weariness (like Republic), 5/2/1 unit support, unit cost of 3 per excess unit, 3 MPs, 100% worker rate
Fascism - available with Fascism, nuisance corruption (like Republic), no war weariness, 4/7/10 unit support, unit cost of 1 per excess unit, 4 MPs, 200% worker rate. Causes reduction in population when switched into and cannot build cultural buildings in cities without a majority of native citizens

Changes to Old Governments
Republic now has 1/3/4 unit support but bears a unit cost of 2 per excess unit.

Revolutions
Revolutions now take one turn longer, across the board. For religious civs, this means anarchy is 2 turns and it is 2-9 turns for all other civs.


Wonders, Great and Small

New Wonders
Statue of Zeus - 200 shields, Mathematics, requires Ivory, 4 cpt, Rel and Mil, produces Ancient Cavalry unit every 5 turns, expires with Metallurgy
Mausoleum of Mausollos - 200 shields, Philosophy, 2 cpt, Sci and Sea, 3 unhappy citizens made content, never expires
Temple of Artemis - 500 shields, Polytheism, 4 cpt, Rel, puts a temple in every city on the continent, expires with Education
Knight's Templar - 300 shields, Chivalry, 2 cpt, Rel and Mil, produces a Crusader unit every 5 turns, expires with Steam Power

Secret Police Headquarters - 200 shields, Espionage, 0 cpt, Small wonder, acts as a second FP while in Communism

Changes to Existing Wonders
Colossus - traits from Expansionist, Commercial, Religious to Expansionist, Seafaring, Commercial
Cure for Cancer - add trait Agricultural
Great Wall - added ability of creating a wall in every town on the same continent
Magellan's Voyage - add trait Seafaring
Pyramids - add trait Agricultural
Shakespeare's Theatre - also allows a city to grow beyond size 12 and now costs 450 shields
Universal Suffrage - trait from Militaristic to Agricultural

New Wonder Ability
Some Great Wonders now have the ability to become tourist attractions. These wonders produce revenue (uncorrupted, not affected by buildings) based on their age. It starts at 2 gpt after 1000 years and can grow as high as 14 gpt. Pyramids, Oracle, Hanging Gardens, Great Wall, Statue of Zeus, Temple of Artemis, Mausoleum of Mausollos, Great Library, Colossus, Great Lighthouse, Sistine Chapel, Leonardo's Workshop, Copernicus' Observatory, Shakespeare's Theatre, Newton's University, JS Bach's Cathedral, Hoover Dam, and United Nations can become tourist attractions.


Leaders

New Leaders
Scientific Great Leader (SGL) - has a 3% chance of appearing if a Civ is the first to discover a tech (5% for Scientific civs). An SGL can rush a wonder (either Great or Small). In theory, an SGL can also cause an "Age of Science" to increase beakers by 20% for 20 turns, but this functionality does not work. The button is there, but it does nothing.

Changes to MGL
Military Great Leaders (MGLs) can no longer rush Great Wonders. They can still create armies and can rush small wonders or other buildings.

Changes to Armies
Armies now get a bonus to their A/D/M values. The bonus to A is equal to the sum of the A values of all units in the army divided by 6 and rounded down (e.g. 3 cavalry in an army has an A bonus of (6+6+6)/6 = 3 and 3 swords in an army have an A bonus of (3+3+3)/6 = 1). Building the Military Academy makes the denominator 4 instead of 6. The D bonus is similar, but with D values summed. All armies also get a +1 M value (one extra movement point). Thus, an army of 4 cavalry after the Military Academy has been built (assumes Pentagon, too), is effectively a 12/6/4 unit.
Armies also heal in enemy territory (one hp/unit pre-Battlefield Medicine and two hp/unit after), can pillage without expending a movement point, and heal much faster in your territory than before, too. Armies also have extended viewing range (+1 tile), blitz, and zone of control.


Specialists

New Specialists
Civil Engineer - available with Replaceable Parts, produces two incorruptible, non-multiplicative (e.g. factory doesn't help) shields for use on buildings and wonders and zero shields for units
Policeman - available with Nationalism, reduces corruption by one shield and one commerce arrow, subject to multiplier buildings, except in maximally corrupt cities

Changes to Existing Specialists
Scientists now produce 3 beakers per turn instead of 1.
Taxmen now produce 2 gold tax per turn instead of 1.


Changes to Interface

Cultural flips and SGLs can be turned off on game setup screen.
F8 now shows domination limit, spaceship parts completed by the leader, and a lot of other win condition information.
Shift-D for workers now is clear damage and not open diplomacy. Control-Shift-D opens the diplomacy window at all times.
New option at set-up - play the last world, which starts a new game on the same map as previously played.
New option in map choosing - world map seed, which allows maps to be shared easily and/or named maps to be played.
 
Other Significant Changes

Corruption
Old exploits around the Forbidden Palace, rings, and palace jumps were removed. The Forbidden Palace no longer provides a second core like a palace. Instead, it provides a low degree of effect for cities near it and a general corruption-fighting effect on the entire empire. Both the old method and the new method are meticulously described in the forums, but they're hard to condense into a short description. Basically, in C3C, building the FP closer and earlier is a better bet.

Courthouses and Police Stations now have a greater effect on distant corruption, too. The old cap of corruption was 95% and nothing helped it. Now, both courthouses and police stations lower the maximum corruption.

Communal corruption (Communism's corruption) received a significant overhaul as well. The details are in the links above, but the general idea is that communal corruption is significantly less corrupt than in PTW.

New Difficulty Levels
Demi-God - between Emperor and Deity, Demi-God AIs have a cost factor of .7 (meaning things cost 70% for them), 3 starting offensive units, 6 starting defensive units, 1 bonus settler, 2 bonus workers, 12 free unit support plus 3 per city, max anarchy of 2 turns, 160 AI-AI trade ratio, human has 25% bonus vs. barbs and human has 70% of the normal OCN
Sid - beyond Deity, Sid AIs have a cost factor of .4, 6 starting offensive units, 12 starting defensive units, 2 bonus settlers, 4 bonus workers, 24 free unit support plus 8 per city, max anarchy of 1 turn, 200 AI-AI trade ratio, human has 0% bonus vs. barbs and human has 50% of the normal OCN

Space Race Changed
SS Statis Chamber now requires Robotics instead of Synthetic Fibers.

[size]Cultural "100K" Victory Changed[/size]
The civ-wide cultural victory condition default has changed from 100K on all maps to depend on map size. For tiny maps, it's 60K, small is 80K, standard 100K, large 130K, huge 160K.

Upgrade Costs Changed
To upgrade a unit, the costs have gone from 2 * shield_difference to 3 * shield_difference. Thus, a horse to knight upgrade which used to cost 2 * (70-30) = 80 gold now costs 3 * (70-30) = 120 gold. Leonardo's Workshop still halves the upgrade cost (to 1.5 * shield_difference).

Map Trading and Communications
Map trading moved from available with Map Making to Printing Press.
Communications trading moved from available with Map Making to Navigation.

Sub Bug Back
The AI will now assault invisible units again, even of peaceful nations, causing war. Invisible units (subs in the main game but many in conquests) often foretell the outbreak of much war. Using the "Goto" command as a human will cause the same behavior.

Conquest Scenarios
9 Conquest Scenarios are included as part of C3C. They are -- Mesoamerica, Mesopotamia, Rise of Rome, Fall of Rome, Age of Discovery, Middle Ages, Napeleonic Europe, Sengoku, and World War II: Pacific. Each comes with some distinct units and utilizes different win conditions.
 
Thanks for the comments and suggestions, LulThyme, SirPleb and Longasc. I don't know what you meant, punkbass2000, so I changed nothing. Was that in reference to the revolution time mentioned by SirPleb? That's the only change to religious that I can think of.

Any other changes I should be aware of/note?

Arathorn
 
1) SEA also gives half-priced Coastal Fortresses (fwiw...)
2) Smith's is now COM and SEA as well.
3) Under Fascism, you don't need the majority of citizens before producing culture, only not the minority (tie is enough).
4) You should add 'Pop-rushing' to the descriptions of Fascism and Feudalism.
5) Add enslavement results to JT, Privateer and MoW.
6) AGR gives +1fpt for irrigated Desert.
7) City bombardment now usally targets units first.

Ruins have been in PtW already.

What about other (minor) bugs? Great Library now working odd, successful Bombardment against cities of the Civ owning the Great Wall destroying the Palace or Great Wonders, World Size bug, Braindead Barbarians, etc. Too confusing, IMHO.

Great job, Arathron!
 
punkbass2000 said:
...there were no SGLs before C3C.
That's why it is in this list. We do not have a list of the SGL's in the CIA part of the Front page, so adding that to those civs that are Pre-C3C when they are played in C3C. I think you misunderstood what i meant.
 
A razed city square loses its "roaded" status (whereas the road remained in PTW/Vanilla).

Careful...you can destroy a wonder in C3C with bombardment.

H'wacha has lethal land bombardment. Seems it may have been turned off in PTW.
 
I think most of what I read that I understood sounds great. Well beyond my capabilities.
On the point of the Aztec been Agricultural and Militaristic, I think this is not right. They were more Religious than Agricultural, and more an Expansionist than Agricultural. They mostly relied on Tribute than actual farming for themselves. They had a basic diet that often included adding Lime Stone to food to make it go further. Apart from Turkey and Dog, Corn, Squash and beans were their main sources of stable diet, All 3 giving vastly lesser yields than wheat. Their Rulers [ tlatoani ] were chosen seemingly based on religious and Military notions...first a Soldier to conquer and expand their lands, then a Priestly ruler to convert and rule over them.

So in my view I would see them as Militaristic and Religious and also Expansionist.. but not Agricultural.

What your doing is tremendous. :)

PS: I read the Civilpedia on the Aztec,,, not very accurate.
 
What a bump!
 
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