Catalog of Incomplete/Confusing/Wrong CIV3 Documentation

sumthinelse

civ investigator
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Did you ever have trouble finding information about CIV3 or PTW? I guess that's one big reason we have these civfanatic forums! Here I am starting a list of things that I wanted to find in the Civilopaedia or game manual but found no satisfactory answer.

I will start this list with a few things I have been thinking about lately. My intention is that after we get a substantial list, we can move some or all of the information to Lt. Killer M.'s FAQ.

Before I start, let me say that CIV3 is not the only product to have imperfect documentation. So posts like "This is another reason Firaxis/Infogames s****!" are not necessary here, and I hope we can keep such outbusts to a minimum. This is intended to be a useful thread, informational rather than flaming.
Suggestion for improving the documentation are very welcome.

Question: Is there an updated version of the soft version on the CD civ3manual.pdf?

Each item should have a number and a category (-Error-, -Incomplete-, -Confusing-, etc.)

Here goes:

1) -Incomplete, Confusing- Happy and content smilies: These are tiny round faces in the city advisor menu. The "happy" smilie has its mouth open wider, and it comes from luxuries, entertainment tax, entertainers, and indirectly though marketplaces. According to the Civilopaedia, a "happy" smilie makes one content citizen happy. That statement is incomplete. It fails to mention that If there is an unhappy citizen it will make an unhappy citizen content. One would think, from reading this description, that if there are no content citizens, a "happy" smilie does nothing, but that is certainly not the case. The manual states (somewhere) how it works correctly. Some players erroneously believe that a "happy" smilie makes an unhappy citizen happy, but it takes 2 smiles to do that.

2) -Incomplete,Confusing- The manual calls it "Wartime Footing" and the civilopeadia calls it "Mobilization." The Civopaedia fails to mention that it (approximately, there is some rounding involved) halves your cultural output. The manual does mention the cultural output effect.


3) -Confusing- Establishing an embassy: The manual says "To establish an embassy, double-click the Foreign Ministry icon on your capital city." Most of us experienced players know what a
"Foreign Ministry Icon" is, but the first time through I didn't know. Why don't they just say "the star on the capital city"? This would save a lot of forum space here.

4) -Incomplete- Creating a Great Leader: The manual just says that if an elite unit wins a victory it might create a Great Leader. There are many cases in which it is impossible even when your elite wins. See http://forums.civfanatics.com/showthread.php?s=&threadid=24371.
 
Originally posted by sumthinelse


3) -Confusing- Establishing an embassy: The manual says "To establish an embassy, double-click the Foreign Ministry icon on your capital city." Most of us experienced players know what a
"Foreign Ministry Icon" is, but the first time through I didn't know. Why don't they just say "the star on the capital city"? This would save a lot of forum space here.


Add that it does not work while in Anarchy. Save another post/question or two. :)
 
5) -Incomplete- The "info box" at the lower right of the world map: No description of the Global Warming Indicator (looks like a sun).
 
Originally posted by Lt. 'Killer' M.
6) -Incomplete- Culture changes due to building age are not explained sufficiently.

The PTW Civilopeadia, under Game Concepts -> Culture says that culture from a building after 1000 years, but it doesn't mention that under the Improvemts and Wonders themselves. A little hard to find. "Wow, why is that temple producing 4 culture?"
 
7)Wrong: Civilization Attributes table (p.17 and 161)

States; China is Industrious/Scientific (Masonry/Warrior Code)
Japan gets Warrior Code and Ceremonial Burial
Impi replaces Warrior
Persia is Militaristic/Commercial (Warrior Code/Alphabet)
Rome is Industrious/Militaristic (Masonry/Warrior Code)

8)Wrong: Appendix (p.202)

States;Rider Cost=30 shields, stats 2.2.2, requires only Horses
Samurai Cost=80, stats 5.3.2,requires only Iron

... Actually the Appendix has HEAPS more errors in units so RIP IT OUT AND BURN IT!:goodjob:
 
Originally posted by Lt. 'Killer' M.
should have put -confusing, info in bad place-

:blush:

Well, it might be "incomplete" in this sense: If I want to know how much culture a temple generates, maybe the info about 1000 years should be in the temple description.

What do you think about putting this thread in the FAQ some day? What I am trying to do is list some facts you can search if you can't find the info anywhere else, kind of like your FAQ! :)
 
This one hasn't got to do directly with the documentation, but there is somewhere mentioned, that you might follow your advisor's suggestions to improve your empire in some ways, e.g. 'increase science speed'. The advisor will say this even when your at 4turns/tech.
 
==Incomplete/Missing==
Explanation of the numbers in the info box.
(IE Egypt - Republic (2.7.1) - the numbers that represent your tax/science/lux rates...
 
I hate manuals. They're good fot lighting fires...

So, I don't know it is in the manual (at least not in civilopedia, where it should be) : It took me more than a year to find out how to contact civ 8+.......
 
9) Incomplete
Information about commercial trait. The +25% to OCN is not mentioned nor how many trade arrows you get additional and when.

10) Incomplete
Information about industrious trait. not mentioned how many additional shields and when.
 
Not a major error, but shows the laziness of the Firaxis team in copying text verbatim from Civ2:

(11) "Roman legionaries are unstoppable on the attack, but relatively weak on the defense" (legionaires are 3/3/1)

EDIT: Manual inaccuracies notwithstanding, this is total b.s., historically speaking. Legionaries were known for the resilience under fire; they were the "real men" of the Roman armies, the ones who could be relied on in escalating warfare. It was the auxiliaries -- e.g. slingers, cavalry, bowmen -- who were "strong on the attack but weak on the defence." Anyway...
 
Originally posted by sumthinelse
5) -Incomplete- The "info box" at the lower right of the world map: No description of the Global Warming Indicator (looks like a sun).

That's because it was added in a later patch. Read the readme. If the sun is yellow then global warming is proceeding normally. If it is orange than global warming is too fast.
 
-incomplete, confusing- is how I would describe the whole espionage screen and the pedia.

I still don't understand why I need a spy planted to uncover a spy (use to be CIA and FBI, now just homeland insecurity?). Does the IA convey any protection - should I build it even though I'll never waste money on espionage? If an attempt spy plants fails then will another attempt on the same turn also fail (if so why enabled)? Why doesn't the foreign advisor offer advice on the espionage screen ("If we get caught our a** is in a sling").
 
13) -Wrong- -Incomplete- Confusing- Great Wonders -> Copernicus: "Doubles scientific research in the city where it is built." In fact, it adds 100% of the "base scientific research" , which is based on gold and the science %. For example, if your city produces 20 total gold per turn after corruption and the science rate is 50%. the "base science" is 10 beakers. If you have a library and university each one adds 5, so you would be producing 20 total. If you built Copenicus on top of that it would add 10 (100% of the base amount), not 20, to the beaker output. The same problem with many, many buildings that "increase by xx%" or "double" something.
 
Originally posted by sumthinelse
. . . . The same problem with many, many buildings that "increase by xx%" or "double" something.

True! This confusion exists all over the place. I would add one of the more egregious examples (13b - Confusing) is the descriptions for power plants. IIRC, everyone of them says that the plant "increases factory output by XX%" (emphasis added) -- in fact the power plant just affects base shield output (though I suspect this wording comes from a desire to emphasize that all plants require a factory as a prerequisite).
 
Culture Screen-
I have yet to find a use for the Culture screen (I believe it is F3). Does any one find this useful? I would love to know why and how to use it for something...

Happiness-
The city screen (F1) is highly deficient in that you can not tell if you have discontent or not in an easy fashion. Why they give you happy.content faces without unhappy I can not for the life of me figure out.

Bombardment-
This is woefully inadequately described.

Culture Flipping-
This is woefully inadequately described.

Actully most of the items in Killers FAQ all fit into this thread...
 
Use culture screen:
By observing it (and histograph screen) you can estimate your year of win, when culture victory condition is checked. IMO, it's useful. (and: who is 'in awe of'... etc. information)
 
14-Traits For Germany
Manual-Commercial,Scientific
Game-Militaristic,Scientific
Was it that hard to see Germans were Militaristic?
(WWII)
 
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