Cheap Buildings

Discussion in 'Civ3 - General Discussions' started by dalgo, Jul 9, 2010.

  1. dalgo

    dalgo Emperor

    Joined:
    Feb 23, 2002
    Messages:
    1,426
    Gender:
    Male
    Location:
    Auckland, New Zealand
    Is there a list somewhere of the cheap buildings associated with each civilization strength? Some such as libraries and temples are obvious but others are more obscure. For example I am playing as the Iroquois at present and a recycling center costs 100 shields not 200.
     
  2. Hellfiredoom

    Hellfiredoom Warlord

    Joined:
    Dec 9, 2009
    Messages:
    222
    Location:
    Seattle
    The best list I could ever find is in the FAQ here at CivFanatics:
    http://www.civfanatics.com/civ3/faq/

    Here's a cut and paste of the pertinent section:

    Spoiler :
    What are 'traits'?

    Traits are characteristics assigned to civilizations - each civilization has two (for example, America is Industrious and Expansionist). They give civilizations a bit of uniqueness, and they also give small bonuses. Traits also determine which two technologies a civilization starts with (2 traits, 1 technology for each, so 2 starting techs). There are 8 traits; here is a list of them:

    Industrious: Industrious civilizations start with Masonry. Workers complete improvements faster (100% faster in Vanilla and Play the World. 50% faster in Conquests.) Also, all cities get an extra shield in the city center upon becoming a Metropolis (Size 13 < ), unless they were founded on a tile that produced at least 1 shield, in which case they get it at Size 7.

    Commercial: Start with Alphabet. City centers get an extra commerce upon becoming a City, and another at becoming a Metropolis. The OCN (Optimal City Number) is increased 25% for Commercial civilizations.

    Religious: Start with Ceremonial Burial. Religious buildings (Temples, Cathedrals) are all half price. Also, anarchy between government switches only lasts 1 turn in Vanilla and Play the World, and only 2 turns in Conquests.

    Expansionist: Start with Pottery. They also start the game with a scout (a 2 movement unit, but cannot attack/defend), and can build scouts, unlike non-EXP civilizations. Expansionist civilizations do not get barbarians from goody huts, and have higher chances of getting better results form them.

    Militaristic: Start with Warrior Code (or the Wheel). Militaristic buildings like Barracks, Walls, Harbors, etc. are all half cost. Unit promotions to higher levels are twice as likely as non-MIL civilizations.

    Scientific: Start with Bronze Working. Scientific buildings (Libraries, Universities, Research Labs) are half price. Upon entering a new age, they receive a free technology (one of the starting technologies for that age). In Conquests, they also have a better chance of spawning Scientific Great Leaders.

    Agricultural: Only available in Conquests. Start with Pottery. 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 (river or water body less than 22 squares). Half-price Aqueduct, Hospital, Solar plant, and Hydro plant. Irrigated desert produce 2 food instead of 1.

    Seafaring: Only available in Conquests. Start with Alphabet. Cities on the coast of salt water gain one extra commerce in the city square. Naval units have 1 extra movement. Less chance of sinking in sea/ocean. Half price harbor, commercial dock, offshore platform.


    Hope that helps!
    HFD
     
  3. madviking

    madviking north american scum

    Joined:
    May 22, 2005
    Messages:
    11,337
    Gender:
    Female
    Location:
    flavortown
    If you go into the Civ3 editor and allow for the rules to be changed (top bar: scenario -> custom rules), you can go to top bar: Rules -> edit -> improvements and wonders and scroll through all the buildings in the game. In the bottom left corner, there's a box labeled "other characteristics" with all the traits listed. This is which civs get half cost on a specific improvement.

    A quick rundown:
    Barracks - mil
    Temple - rel
    Market - com
    Library - sci
    Walls - mil
    Aqueduct - agr
    Bank - com
    Cathedral - rel
    University - sci
    Recycle Center - agr
    Research Lab - sci
    SAM - mil
    Coastal Fort - mil and sea [I'm pretty sure it's noncumulative...]
    Solar plant - agr
    Harbor - mil, sea and com [Yea, it's definitely noncumulative...]
    Offshore Platform - sea
    Airport - mil and com
    Civil Defense - mil
    Stock Exchange - com
    Comm dock - com and sea

    That's all of them!
     
  4. Mursi lives

    Mursi lives Warlord

    Joined:
    May 27, 2007
    Messages:
    250
    Half-priced structures for commercial trait? Since when? :confused:
     
  5. dalgo

    dalgo Emperor

    Joined:
    Feb 23, 2002
    Messages:
    1,426
    Gender:
    Male
    Location:
    Auckland, New Zealand
    Umm - as I said I'm playing Iroquois at present. They are Commercial but Markets still cost 100 shields.
     
  6. madviking

    madviking north american scum

    Joined:
    May 22, 2005
    Messages:
    11,337
    Gender:
    Female
    Location:
    flavortown
    Hmm...just be for something else then...? :hmm:
     

Share This Page