- Joined
- Oct 25, 2000
- Messages
- 12,510
I am currently compiling a list of C3C additions and changes to update the main site with the info soon... better late than never. Below is what I have so far. Let me know if I miss anything... corrections are welcomed.
Info Center:
--------------
Civilizations
-- Add Seafaring and Agricultural attributes
-- Change England to Seafaring and Commercial
-- Change Iroquois to Agricultural and Commercial
-- Change Aztecs to Agricultural and Militaristic
-- The Austrians could be included on the Civilization Intelligence Agency page
Civilization Abilities:
-- Agricultural: +1 food in center city tile and irrigated deserts; cheaper aggicultural city improvements (aqueduct, granary, etc)
-- Seafaring: Coastal cities receive commerce bonus in the center city square; seafaring city improvements (harbor, comemrcial dock, etc) are easier to build; +1 movement for naval units and are less likely to sink in the sea or ocean.
Interface
-- Cultural flips and SGL's can be turned off on the game setup screen
Conquests
-- Include info about the 9 Conquests
Terrain:
-- Add craters to info center page
-- Volcano produces three shields and movment cost is 3. can't be improved. can erupt and produces pollution (lava)
-- Marsh can be cleared 1/3 quicker than Jungle and movement cost is 2. 1 food, can't be settled on.
Units:
-- CivIII now has 124 units (including C3C, PTW, kings, princess, etc.)
-- Armies. They now have blitz, they can autoraze terrain, they have 1+ movement point, and they heal faster anywhere.
-- "Leonardo's Workshop is still a (Great) Wonder, but it now halves the costs of upgrades. All Civs can upgrade their units." -- Leonardo's now makes the upgrade cost go from 3 * shield difference to 2 * shield difference (cuts it by 1/3). [?]
-- War elephant: one extra HP. These units have defensive bombard ablity when a better defending unit is being attack and in () is bombard stats. Bombard, range, ROF, format Archer (1/0/1), Longbowman (2/0/1), Guerilla (3/0/1). Musketeer also has bombard ability (2/0/1).
Technologies:
-- "Civ3 has a total of 82 technologies" <-- it is now 81 with the removal of Radio
-- Philosophy gives a bonus tech (you choose) to the first civ to learn it
Governments:
-- Added Facism and Feudalism
-- Republic now has 1.3.4 unit support(town.city.metropolis). Unit cost is two instead of one.
-- Feudalism: 5,2,1. Maintenance is three per unit instead of one.
-- Fascism: 4,7,10. Worker speed is 200%. Pop declines when you change over. Culture is not produced until you have a popular majority.
Resources:
-- Include Tobacco, Oasis, Sugar, and Tropical Fruit under bonus resources.
Difficulty levels:
-- Added Sid and Demi-God.
Military:
-- Great Leaders can't rush build wonders, only small wonders and improvements.
-- Add Scientific Great Leaders - can rush wonders or "Age of Science".
Wonders of the World:
-- There are now 11 SWs and 29 GWs
Winning the Game:
-- Add Wonder Victory (all wonders built)
Play the World:
--------------
-- Change Spain to seafaring and religious
-- Change Vikings to Seafaring and Militaristic
-- Change Celts to Agricultural and Seafaring
-- Change Carthaginians to Seafaring and Industrious
Tech Tree (C3C Tech Tree v1.22)
--------------
-- Ancient: http://www.civfanatics.net/uploads8/ancientage.JPG
-- Middle Age: http://www.civfanatics.net/uploads8/middleage.JPG
-- Industrial: http://www.civfanatics.net/uploads8/industrialage.JPG
-- Modern: http://www.civfanatics.net/uploads8/modernage.JPG
-- Map trading and Communication pushed back to Navigation and Printing Press, respectively
Units:
--------------
-- Man O Wars and Privateers can now enslave
-- Add Trebuchets to the Info Center page
-- Hwach'a: Lethal Land and Sea bombard
-- Radar Artillery: It now has 2 movement
-- Airplanes now have lethal air and sea bombard
-- Musketeers are 2.5..1
-- Cossacks have Blitz
Helicopter:
Cost: 100
Transports: 3
Cruise Missle:
Range: 4
Curragh:
Cost: 15
A/D/M: 1/1/2 (3 for Seafaring)
Carries: 0
Cruiser:
Cost: 160
A/D/M: 15/10/6
B/R/F: 7/1/2
Carries: 0
Requirements: Oil
Paratrooper is now:
Cost: 90
A/D/M: 4/9/1
Requirements: Oil, Rubber
Modern Paratrooper:
Cost: 110
A/D/M: 6/11/1
Requirements: Oil, Rubber
Resources:
--------------
Oasis: +2 food
Tobacco: +1 commerce
Tropical Fruit: +1 food, +1 commerce
Sugar: +1 food, +1 commerce
Improvements:
--------------
Civil Defense:
Cost: 120
Culture: 0
Upkeep: 1
Requirements: Electronics (and a barracks)
Effect: 50% defensive bonus to units inside the city
Commercial Dock:
Cost: 160
Culture: 0
Upkeep: 2
Requirements: Mass Production, harbor
Effect: +1 commerce in all water squares that produce at least one
Stock Exchange:
Cost: 200
Culture: 0
Upkeep: 3
Requirements: The Corporation, Bank
Effect: 50% increase to tax revenue
Wonders:
--------------
-- Shakespere's Theatre: City go can above size 12 population without a hospital.
The Internet:
Cost: 1000
Culture: 4
Requires: Miniaturization
Expires: Never
Attributes: All
Benefits: Research Lab in all cities on same continent
The Temple of Artemis:
Cost: 500
Culture: 4
Requires: Polytheism
Expires: Education
Attributes: Religious
Benefits: A temple in every city on the same continent
The Mausoleum of Mausollos
Cost: 200
Culture: 2
Requires: Philosophy
Expires: Never
Attributes: Scientific and Seafaring
Benefits: 3 unhappy citizens are made content in the city
The Statue of Zeus:
Cost: 200
Culture: 4
Requires: Ivory, Mathematics
Expires: Metallurgy
Attributes: Religious and Militaristic
Benefits: Produces an Ancient Cavalry every 5 turns
Knights Templar:
Cost: 300
Culture: 2
Requires: Chivalry
Expires: Steam Power
Attributes: Religious and Militaristic
Benefits: A Crusader every 5 turns
Small Wonders:
--------------
Secret Police Head Quarters:
Cost: 200
Culture: 0
Prerequistes: Espionage, In Communism
Benefits: A 2nd Forbidden Palace. Only works under communism.
++
PS: Thanks to Ginger_ale and classical hero for their help.
Info Center:
--------------
Civilizations
-- Add Seafaring and Agricultural attributes
-- Change England to Seafaring and Commercial
-- Change Iroquois to Agricultural and Commercial
-- Change Aztecs to Agricultural and Militaristic
-- The Austrians could be included on the Civilization Intelligence Agency page
Civilization Abilities:
-- Agricultural: +1 food in center city tile and irrigated deserts; cheaper aggicultural city improvements (aqueduct, granary, etc)
-- Seafaring: Coastal cities receive commerce bonus in the center city square; seafaring city improvements (harbor, comemrcial dock, etc) are easier to build; +1 movement for naval units and are less likely to sink in the sea or ocean.
Interface
-- Cultural flips and SGL's can be turned off on the game setup screen
Conquests
-- Include info about the 9 Conquests
Terrain:
-- Add craters to info center page
-- Volcano produces three shields and movment cost is 3. can't be improved. can erupt and produces pollution (lava)
-- Marsh can be cleared 1/3 quicker than Jungle and movement cost is 2. 1 food, can't be settled on.
Units:
-- CivIII now has 124 units (including C3C, PTW, kings, princess, etc.)
-- Armies. They now have blitz, they can autoraze terrain, they have 1+ movement point, and they heal faster anywhere.
-- "Leonardo's Workshop is still a (Great) Wonder, but it now halves the costs of upgrades. All Civs can upgrade their units." -- Leonardo's now makes the upgrade cost go from 3 * shield difference to 2 * shield difference (cuts it by 1/3). [?]
-- War elephant: one extra HP. These units have defensive bombard ablity when a better defending unit is being attack and in () is bombard stats. Bombard, range, ROF, format Archer (1/0/1), Longbowman (2/0/1), Guerilla (3/0/1). Musketeer also has bombard ability (2/0/1).
Technologies:
-- "Civ3 has a total of 82 technologies" <-- it is now 81 with the removal of Radio
-- Philosophy gives a bonus tech (you choose) to the first civ to learn it
Governments:
-- Added Facism and Feudalism
-- Republic now has 1.3.4 unit support(town.city.metropolis). Unit cost is two instead of one.
-- Feudalism: 5,2,1. Maintenance is three per unit instead of one.
-- Fascism: 4,7,10. Worker speed is 200%. Pop declines when you change over. Culture is not produced until you have a popular majority.
Resources:
-- Include Tobacco, Oasis, Sugar, and Tropical Fruit under bonus resources.
Difficulty levels:
-- Added Sid and Demi-God.
Military:
-- Great Leaders can't rush build wonders, only small wonders and improvements.
-- Add Scientific Great Leaders - can rush wonders or "Age of Science".
Wonders of the World:
-- There are now 11 SWs and 29 GWs
Winning the Game:
-- Add Wonder Victory (all wonders built)
Play the World:
--------------
-- Change Spain to seafaring and religious
-- Change Vikings to Seafaring and Militaristic
-- Change Celts to Agricultural and Seafaring
-- Change Carthaginians to Seafaring and Industrious
Tech Tree (C3C Tech Tree v1.22)
--------------
-- Ancient: http://www.civfanatics.net/uploads8/ancientage.JPG
-- Middle Age: http://www.civfanatics.net/uploads8/middleage.JPG
-- Industrial: http://www.civfanatics.net/uploads8/industrialage.JPG
-- Modern: http://www.civfanatics.net/uploads8/modernage.JPG
-- Map trading and Communication pushed back to Navigation and Printing Press, respectively
Units:
--------------
-- Man O Wars and Privateers can now enslave
-- Add Trebuchets to the Info Center page
-- Hwach'a: Lethal Land and Sea bombard
-- Radar Artillery: It now has 2 movement
-- Airplanes now have lethal air and sea bombard
-- Musketeers are 2.5..1
-- Cossacks have Blitz
Helicopter:
Cost: 100
Transports: 3
Cruise Missle:
Range: 4
Curragh:
Cost: 15
A/D/M: 1/1/2 (3 for Seafaring)
Carries: 0
Cruiser:
Cost: 160
A/D/M: 15/10/6
B/R/F: 7/1/2
Carries: 0
Requirements: Oil
Paratrooper is now:
Cost: 90
A/D/M: 4/9/1
Requirements: Oil, Rubber
Modern Paratrooper:
Cost: 110
A/D/M: 6/11/1
Requirements: Oil, Rubber
Resources:
--------------
Oasis: +2 food
Tobacco: +1 commerce
Tropical Fruit: +1 food, +1 commerce
Sugar: +1 food, +1 commerce
Improvements:
--------------
Civil Defense:
Cost: 120
Culture: 0
Upkeep: 1
Requirements: Electronics (and a barracks)
Effect: 50% defensive bonus to units inside the city
Commercial Dock:
Cost: 160
Culture: 0
Upkeep: 2
Requirements: Mass Production, harbor
Effect: +1 commerce in all water squares that produce at least one
Stock Exchange:
Cost: 200
Culture: 0
Upkeep: 3
Requirements: The Corporation, Bank
Effect: 50% increase to tax revenue
Wonders:
--------------
-- Shakespere's Theatre: City go can above size 12 population without a hospital.
The Internet:
Cost: 1000
Culture: 4
Requires: Miniaturization
Expires: Never
Attributes: All
Benefits: Research Lab in all cities on same continent
The Temple of Artemis:
Cost: 500
Culture: 4
Requires: Polytheism
Expires: Education
Attributes: Religious
Benefits: A temple in every city on the same continent
The Mausoleum of Mausollos
Cost: 200
Culture: 2
Requires: Philosophy
Expires: Never
Attributes: Scientific and Seafaring
Benefits: 3 unhappy citizens are made content in the city
The Statue of Zeus:
Cost: 200
Culture: 4
Requires: Ivory, Mathematics
Expires: Metallurgy
Attributes: Religious and Militaristic
Benefits: Produces an Ancient Cavalry every 5 turns
Knights Templar:
Cost: 300
Culture: 2
Requires: Chivalry
Expires: Steam Power
Attributes: Religious and Militaristic
Benefits: A Crusader every 5 turns
Small Wonders:
--------------
Secret Police Head Quarters:
Cost: 200
Culture: 0
Prerequistes: Espionage, In Communism
Benefits: A 2nd Forbidden Palace. Only works under communism.
++
PS: Thanks to Ginger_ale and classical hero for their help.