C3C Frequently Asked Questions

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I'm playing a normal emperor game with the Mayans on a standard map (two continents), now ~1200 AD. Due to some "misunderstandings" and a lack of expansion space, in the last millennium I have been at war almost always with my neighbours (aztecs and incans). as a result I had 2 nice leaders.
Now Surprise!
I can't use them to hurry a great wonder!
They can hurry only small wonders or buildings. I checked, no forest cut, no unit disbanded.

Is this normal now in C3C or should I suspect a bug?
 
This is normal!
You can get great scientific leaders instead.
They can rush wonders or beef up your science rate. :)
You can get them, if you are the first to research a new technology. the probability is 3 % (scientific 5%)

mfG mitsho
 
As you can read in the Civilopedia and in many threads in this forum military leaders can not build Great Wonders anymore. You need a Scientific leader for that. Which each Advantage you discover as the first civ there is a 3 or 5 % (wether your civ has the Scientific ability) change you will get a Scientific Leader. More details are at hand in the threads.
 
Originally posted by rnada
I'm playing a normal emperor game with the Mayans on a standard map (two continents), now ~1200 AD. Due to some "misunderstandings" and a lack of expansion space, in the last millennium I have been at war almost always with my neighbours (aztecs and incans). as a result I had 2 nice leaders.
Now Surprise!
I can't use them to hurry a great wonder!
They can hurry only small wonders or buildings. I checked, no forest cut, no unit disbanded.

Is this normal now in C3C or should I suspect a bug?

In C3C, they changed the leader status. Military Great Leaders cannot rush great wonders. Scientific Great Leaders now can either rush great wonders or boost research by 25%. This is to let the peaceful player have a chance at leaders as well and aggressive players. I believe if you are scientific civ, you have a 5% chance to generate a SGL when you are the fist to research a tech. It is 2% for non-scientific civs.
 
It is 3% for non Scientific and 5% for Scientific, according to one of the chats.
 
War-mongering with new gov'ts? Anyone care to give tips... like Monarchy -> Feudalism -> Fascism ?

With all the increased corruption I'm almost scared to try communism again, so that's why _I_ didn't mention it. One thing I haven't looked up is if Feudalism has WW or not affecting it. I know Monarchy and Fascism you can stay at war as long as needed (till the bloody end if need be)

Another possible course would be Monarchy, Democracy, Fascism.. (just have to keep wars short in Democracy b/c of the WW)
 
dguichar: You mean old wonders that get new abilities? Shakespear's Theatre acts as an early hospital now, and the Great Wall adds a wall in all cities (and also some horible bug I think). Those and some that were given agricultural or seafairing traits are all the changes I know of.

AceDragon: I wouldn't say that Monarchy upgrades to Fuedalism, Monarchy is better in most cases (Only if all but a few of your settlements are towns) unless you're into forced labor production. What I end up doing is sticking with monarchy all the way to Facism, or I might end up skipping monarchy and go straight to Fuedalism, then beat monarchy out of another Civ in the mid-midle ages, and stick with that untill Facism.

Hope I helped.
 
Can you change the military leader to be able to complete great wonders in the editor? if so, how?
 
Originally posted by Gnome Slayer
dguichar: You mean old wonders that get new abilities? Shakespear's Theatre acts as an early hospital now, and the Great Wall adds a wall in all cities (and also some horible bug I think). Those and some that were given agricultural or seafairing traits are all the changes I know of.

This last part is what i was interested to know... i misswrote trait (i wrote treat).
¿Any list on wonders which now have agricultural or seafaring traits?

David
 
Hum, I have been wondering a lot about the edition in conquest...
Are you able to add new units? how? And new wonders / improvements? And new techs? Can techs be specific of one type of civ or of just one sole civ?
Can you add strange effects to wonders like for example "increases in 1 the culture produced in every temple"?

Thanks for the future answers :)
 
Couple of questions:

Does the Heroic Epic affect Scientific GL generation probability? (both MGL and SGL seem to be considered 'leaders' after all).

Whats the worker rate of captured/enslaved workers supposed to be? I've got a Mayan game going, and my native workers take 2 turns to road a grassland, while my barbarian workers take 6 (shouldn't it be 4?)
 
Originally posted by Tacit_Exit
Couple of questions:

Does the Heroic Epic affect Scientific GL generation probability? (both MGL and SGL seem to be considered 'leaders' after all).

Whats the worker rate of captured/enslaved workers supposed to be? I've got a Mayan game going, and my native workers take 2 turns to road a grassland, while my barbarian workers take 6 (shouldn't it be 4?)

Don't know about HE and SGL.

But AFAIK industrious slave worker speed was a bit buggy in pre-C3C times...
After discovering replaceable parts, ind. slave worker speed should be ok.
 
are the javelin dudes the only guys who can enslave?
 
Originally posted by Tacit_Exit
Does the Heroic Epic affect Scientific GL generation probability? (both MGL and SGL seem to be considered 'leaders' after all).

No, because the Heroic Epic affects only the chance of a MGL to be generated IN COMBAT.
Whereas a SGL has a 3% chance (5% if the civ is scientific) to appear when a civ discover a tech first.
 
The euopean version is one a multilanguage? And will there be a diferent patch for the europian version than the american one?
 
Does anybody know how the new air defense units work?

I was experimenting with things, and it looks like flak or SAM's, all they can do is prevent you from making a bombing run. But they can't actually damage an air unit.

Fin.
 
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