C3C Quirks and Issues

Chieftess

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This thread is to list some of the oddball things in C3C that we should look out for, and be aware of.

1 - Submarine Bug. This has resurfaced (pardon the pun), and involves the AI (or player) running into an invisible sub. To combat this, we can:

a. Always have an escort.
b. Bring a ship along that can view invisible units.

2 - Scientific Great Leaders. You can have more than 1 SGL at a time, so don't be surprised. SGL can rush a wonder, or increase science. That increase, however, isn't by much.

3 - Military Great Leaders. This is 2-fold. First, the AI never, if not very rarely, uses MGLs for armies. There is a bug where the AI can rush a wonder with them. The new rule in C3C is that MGL can't rush wonders. They can rush improvements (up to 100 or 200 shields I think), or build an army.

4 - Rule changes after playing a scenario. Be especially careful about your current settings after playing a scenario. The rules reset themselves to the last scenario played. So, if you check the game (or worse yet, are the DP and start the game), make sure that your settings aren't off.

5 - Change in the Corruption Model. Don't be surprised when your province or city has 80% corruption. The new corruption model (which is VERY communist-friendly) nullifies the effect of the Forbidden Palace. However, the Palace, FP, and SPHQ, along with courthouses gives you a relatively corruption-free (almost) empire under communism.

6 - Radio has been taken out of C3C. Don't be surprised when you don't see it.

7 - Artillery/Planes can now bombard your own territory if they can not bombard the enemy units (units are defeated or are at 1hp)! Be careful when bombarding. It might be possible to accidently bombard an ally.

8 - Ship Changes. Some shipping stats have changed. Most noticable is the transport, which now only holds 6 units instead of 8.

9 - AI Space Race. The AI has been tweaked to focus more on space-race technologies.

10 - Satellites. This tech now gives you the entire world map. Should the map not be fully discovered for some reason, and the next turn you notice the world is discovered, this is why.

11 - Volcanos. Should we start next to one, remember that, if it erupts, we will automatically win the game if our capital is the only city. This is a known bug.
 
A couple of other points about volcanoes.

12. We are given 1 turn warning that a volcano is about to erupt. When it does erupt, it pollutes the square the volcano is in and at least one other square. Any units or improvements (roads, mines, cities, etc.) in an erupted-upon square are destroyed. The pollution can be cleaned up just like any other pollution. A volcano usually only erupts once per game.

13. A volcano can be roaded and railroaded, but not mined. Edit: This is incorrect. It's true in the Rise and Rule mod I usually play, but not in regular C3C. :blush:
 
There's also the plague. It kills military units or population, occurrences usually last several turns.
 
The transport thing was changed in PTW, it's not 100% new in conquests.

Good thread for us Conquest-less people.
 
The plague was removed from the epic game. Also, PTW has eight movement transports too, so I'm not sure what you mean by that transport comment.

One additional point.
14 - Bombers and stealth bombers now have lethal bombardment. This means that you can now kill units with bombers.
 
Hm...I thought PTW transports could only hold 6 units...at least GOTM Vanilla Modified Transports only hold 6, I thought this was done to bring non-PTW players on par with PTW players.
 
Actually, this might be a bug but it seems that every bombard unit has lethal bombardment, or at least most of them. I have definitely killed redlined units with arty, and its much better to bombard ships with ships than it is to attack directly.
 
Chieftess said:
5 - Change in the Corruption Model. Don't be surprised when your province or city has 80% corruption. The new corruption model (which is VERY communist-friendly) nullifies the effect of the Forbidden Palace. However, the Palace, FP, and SPHQ, along with courthouses gives you a relatively corruption-free (almost) empire under communism.

This is exactly why I would like to play with a rules change to reduce corruption overall. I think that part of the custom rules scenario discussion was overlooked.
 
Chieftess said:
2 - Scientific Great Leaders. You can have more than 1 SGL at a time, so don't be surprised. SGL can rush a wonder, or increase science. That increase, however, isn't by much.

The "Age of Science" is bugged and doesn't work. The display acts like it works, but it'll stay at 1 (or 2 or 3, etc) for a couple of turns until the tech really would be done.

Also, you can have a MGL and SGL at the same time, or a SGL and SGL at the same time, but not a MGL and MGL.
 
15 - Barbarians will only attack defenseless units (scouts, settlers, workers) or move to attack units on its NW/SE axis. If NoAIPatrol=0 is added to the conquests.ini file, they will also move randomly.

That brings up an interesting point. Should the DP add that to their conquests.ini?
 
DP should download the Barbarian Fix Patch from the GOTM pages, and we get more rational barbarians, or we would ruin the game with exploits.
 
Xerol said:
Hm...I thought PTW transports could only hold 6 units...at least GOTM Vanilla Modified Transports only hold 6, I thought this was done to bring non-PTW players on par with PTW players.

The unmodified game has 8 units in it. That's why I don't like to rely on modpacks (and another reason game companies usually don't support user-created modpacks).

Provolution said:
DP should download the Barbarian Fix Patch from the GOTM pages, and we get more rational barbarians, or we would ruin the game with exploits.

I would actually not recommend something that drastic. I'm not familar with other changes the GOTM made with the ini file. The aipatrol line should be the only thing that's needed.

Here's one more quirk --

Read up on the new wonder attributes. Some, like the Collosus, have the new attribute, like seafaring.

The Statue of Zeus will only work with ivory. Even if you build it, you need ivory to produce the units. Remember that when trading so that no one thinks the DP is disbanding them. ;)
 
@YNCS... As Regent Man said, volcanoes can NOT be roaded. No improvement whatever can be done on a volcano. You can clean the damage (thus allowing for use by a laborer in the city screen....a healthy 3 spt) but no improvements can be done, including cities, colonies (irrelevant since their are no resources on them anyways), outposts, fortresses, radar towers, etc.
 
I have corrected my earlier post. I usually play RaR, where volcanos can be roaded, but this is not true in regular C3C.
 
YNCS said:
I have corrected my earlier post. I usually play RaR, where volcanos can be roaded, but this is not true in regular C3C.

I've said time and time again. This is why tech support doesn't support user-created scenarios. ;)

One more thing --

Map trading and contact trading have been pushed back into the Middle Ages.
 
- Marshlands must be cleared before a settler can build a city.
- Now, a unit only has to be inside of enemy territory to trigger the MPP, rather than attacking a unit. (don't know if this is a bug, or the notion of being invaded. Maybe it was used to prevent an 'exploit' of having units at every city before attacking.)
- Philosophy gives a free tech to the fist civ who researches it. This is good for trying to get to Literature first.
- The American civs (America, Maya, Aztecs, Iroquois, Inca) tend to frequent C3C games.
 
The game tend to mix up various "Cultures" in the game but that could be turn off with link Culturally Similar Civs.

Playing a game that has Inca, Maya, Americans, Spanish, Rome, Portugal while I am Arabia. Very odd.
 
There are two new specialists.

Police Officers. They affect corruption. This can mean that corruption lost to shields and gold are returned a bit. You can only get them once you have researched Communism.

Civil Engineers. They add two shields to any improvement. Not sure if works for Wonders, but does not work for units.

Also taxmen and Scientist have been improved. Taxmen now increase treasure by two gold and Scientist increase science by three beakers.
 
There are many more differences also. Off the top of my head.

A. SS stasis chamber moved from synthetic fibres to Robotics
B. Contact trading moved to Printing Press
C. Map trading moved to Navigation
D. Explorers and Conquistadores moved to Astronomy
E. Archers and Longbows and Guerillas get a defensive free-shot
F. Marines are 50% more powerful in attack
G. Air and modern Sea units have bigger ranges particularly aircraft.
H. Helicopters can carry 3 units.
I. The great wall gives free walls in every city on the same continent.
J. There is an ironclads tech now. This is an optional tech that allows you to build er.. ermm it's on the tip of my tongue.

There are a few other things too, like free pillaging for armies, blitz for cossacks, 50 turn minimum research, more wonders. 100K victory condition changes with map size. it's 130K on a large map.

Sorry if all of this has been mentioned before, but this is the thread that should contain the info.
 
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