Civ-Specific abilities from Civ3.com

  • Thread starter Thread starter ERIKtheRED
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ERIKtheRED

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What do people think about the Civ-Abilities chart at civ3.com? It seems to me that industrious, religious and expansionist would be the most useful. Industrious is definitely the best of them all with faster worker terrain improvements and 'increased production in city center.'

Does anyone think they'll want to turn these off? Civ-Specific Abilities

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"Consumerism is slavery by goods."
"The police are not here to create disorder. The police are here to PRESERVE disorder."
"The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants."
 
OOPPSSS
You were just 1 minute faster with the topic!!! I did not steal it from you - sorry!

I am not too impressed with the idea!
I want to create my own civilization and I will shape my masterpiece.

It just tells us what we should expect from other nations instead of leaving that part to us - I will suck all my intelligence dep.
 
jedi rat,

you can choose to disable the Civ-specific abilites when you start a game. So there is really no reason to complain about that.
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I think it's a nice feature to have. It makes the game more realistic if all the Civ's are not identical. In Civ 2 there really is not much difference between the Civs. This feature will let you play a Civ that naturally suits your style and strategy, I think it is a good thing.
 
Civ3 is beginning to look like AOE all the time first w/ the special units now with certain abilities
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Somewhere between war and diplomacy is the realm of the spy
 
oops I didn't see this thread when I replied about this very thing in the Civ3.com thread.

I noticed that Iroquois are going to be expansionist and religious, meaning that if civ specific units/abilities is on that they will get Pottery and Ceremonial Burial free; and get a free scout at start; and better huts; and no anarchy between governments; and religious buildings will cost less.

This should make for an interesting stategy. I will build temples right off to expand my borders and acquire resources that my scout finds.

I like the civ specific stuff and trust firaxis is doing a good job balancing. <IMG SRC="http://forums.civfanatics.com/ubb/smile.gif" border=0>
oh, spycatcher, AOE is real time stategy. Not the same thing at all.
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<IMG SRC="http://forums.civfanatics.com/uploads/Iroquois/Hi_angry.jpg" border=0> Dead Indian Walking Around<IMG SRC="http://forums.civfanatics.com/uploads/Iroquois/SKULL.gif" border=0>

[This message has been edited by Iroquois (edited August 10, 2001).]
 
I'd be interested to know how they came up with each civ's abilities b/c some seem more accurate than others.

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Somewhere between war and diplomacy is the realm of the spy
 
Yeah and the Russians are upgraded to "scientific". There's a change from any civ game I've played in the past.

I don't mind the idea of certain civs having certain advantages, but I wish the advantages were done randomly with each game and not always predictable.
 
Re:
I'd be interested to know how they came up with each civ's abilities b/c some seem more accurate than others.

The 16 civilizations included use 14 of the 15 possible combinations of two traits. (No one has the military-scientific pairing. Aztecs/ Japanese, and Germans/English are identical.)
So I would say they just tried to fill in all the possible combinations, and in some cases had to shoehorn quite a bit to make the civilization fit.
 
Because of the 15/16 possible combinations thing, I can make a good guess how they figured these out:

1. Eliminate over-powerful combination (mil-sci)
2. Apply modifiers based on partly true stereotypes. (Iroquois have lots of spiritual nature stuff, so let's make them religious)
3. Fill in the combinations with an intent toward play balence (Russians are weak: we'll giv them sci)

The fact that combinations are rarely repeated and are only vaguely linked to tribes makes them all the more arbitrary.

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"Consumerism is slavery by goods."
"The police are not here to create disorder. The police are here to PRESERVE disorder."
"The tree of liberty must be refreshed from time to time with the blood of patriots and tyrants."
 
Hmm, from what I read, golden age is trigger once every 20 game turns when a unique unit wins a combat against another civ.



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Golden age?
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Like in SMAC?

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Somewhere between war and diplomacy is the realm of the spy
 
If the japanes were military andscientific it would make them more historically acurate and fill the gap of that combination

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Never understimate the power of stupid people
 
The Golden Era is triggered whenever one of your civ-specific units wins its first battle. A golden age occurs once per civ per game, and last for twenty game turns. Due to the special units diversity in time(legions compared to panzers), golden eras will occur at different times for different civs.

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Originally posted by Graeme the mad:
If the japanes were military andscientific it would make them more historically acurate and fill the gap of that combination

The Japanese were not very scientific until the last two or three hundred years. For more than 1000 years Buddhism and native Shintoism were and still are a very important part of Japanese lives. There are thousands of Buddhist temples in Japan...
 
About the civ abilties...i think that having a civ with militaristic and religious would be really good...you could easily wage war...while your culture grow faster(bigger borders)...
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Texans of the world, UNITE!
 
well i like the idea if u could randomise the civ specific stuff .. that would be cool!! and add heaps of replayability!! (well more so even) ... and mebey it will be easy to do in scenerios anyways? ... i sorta like the idea ... they dont seem to make that great of a difference to the overall effect of the game (but we r yet to see!) but i dissagree with civ specific stuff because i think that should be my disision to make depending on my cercamstance during the game ... oh well .. as long as they r toggable .. im a happy lad

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SelousScout
 
Originally posted by Reddneckrebel:
A golden age occurs once per civ per game, and last for twenty game turns.

Yeah that sounds more accurate than my description
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Thx for clearing it up


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