I am currently compiling a list of C3C additions and changes to update the main site with the info soon... better late than never. Below is what I have so far. Let me know if I miss anything... corrections are welcomed. Info Center: -------------- Civilizations -- Add Seafaring and Agricultural attributes -- Change England to Seafaring and Commercial -- Change Iroquois to Agricultural and Commercial -- Change Aztecs to Agricultural and Militaristic -- The Austrians could be included on the Civilization Intelligence Agency page Civilization Abilities: -- Agricultural: +1 food in center city tile and irrigated deserts; cheaper aggicultural city improvements (aqueduct, granary, etc) -- Seafaring: Coastal cities receive commerce bonus in the center city square; seafaring city improvements (harbor, comemrcial dock, etc) are easier to build; +1 movement for naval units and are less likely to sink in the sea or ocean. Interface -- Cultural flips and SGL's can be turned off on the game setup screen Conquests -- Include info about the 9 Conquests Terrain: -- Add craters to info center page -- Volcano produces three shields and movment cost is 3. can't be improved. can erupt and produces pollution (lava) -- Marsh can be cleared 1/3 quicker than Jungle and movement cost is 2. 1 food, can't be settled on. Units: -- CivIII now has 124 units (including C3C, PTW, kings, princess, etc.) -- Armies. They now have blitz, they can autoraze terrain, they have 1+ movement point, and they heal faster anywhere. -- "Leonardo's Workshop is still a (Great) Wonder, but it now halves the costs of upgrades. All Civs can upgrade their units." -- Leonardo's now makes the upgrade cost go from 3 * shield difference to 2 * shield difference (cuts it by 1/3). [?] -- War elephant: one extra HP. These units have defensive bombard ablity when a better defending unit is being attack and in () is bombard stats. Bombard, range, ROF, format Archer (1/0/1), Longbowman (2/0/1), Guerilla (3/0/1). Musketeer also has bombard ability (2/0/1). Technologies: -- "Civ3 has a total of 82 technologies" <-- it is now 81 with the removal of Radio -- Philosophy gives a bonus tech (you choose) to the first civ to learn it Governments: -- Added Facism and Feudalism -- Republic now has 1.3.4 unit support(town.city.metropolis). Unit cost is two instead of one. -- Feudalism: 5,2,1. Maintenance is three per unit instead of one. -- Fascism: 4,7,10. Worker speed is 200%. Pop declines when you change over. Culture is not produced until you have a popular majority. Resources: -- Include Tobacco, Oasis, Sugar, and Tropical Fruit under bonus resources. Difficulty levels: -- Added Sid and Demi-God. Military: -- Great Leaders can't rush build wonders, only small wonders and improvements. -- Add Scientific Great Leaders - can rush wonders or "Age of Science". Wonders of the World: -- There are now 11 SWs and 29 GWs Winning the Game: -- Add Wonder Victory (all wonders built) Play the World: -------------- -- Change Spain to seafaring and religious -- Change Vikings to Seafaring and Militaristic -- Change Celts to Agricultural and Seafaring -- Change Carthaginians to Seafaring and Industrious Tech Tree (C3C Tech Tree v1.22) -------------- -- Ancient: http://www.civfanatics.net/uploads8/ancientage.JPG -- Middle Age: http://www.civfanatics.net/uploads8/middleage.JPG -- Industrial: http://www.civfanatics.net/uploads8/industrialage.JPG -- Modern: http://www.civfanatics.net/uploads8/modernage.JPG -- Map trading and Communication pushed back to Navigation and Printing Press, respectively Units: -------------- -- Man O Wars and Privateers can now enslave -- Add Trebuchets to the Info Center page -- Hwach'a: Lethal Land and Sea bombard -- Radar Artillery: It now has 2 movement -- Airplanes now have lethal air and sea bombard -- Musketeers are 2.5..1 -- Cossacks have Blitz Helicopter: Cost: 100 Transports: 3 Cruise Missle: Range: 4 Curragh: Cost: 15 A/D/M: 1/1/2 (3 for Seafaring) Carries: 0 Cruiser: Cost: 160 A/D/M: 15/10/6 B/R/F: 7/1/2 Carries: 0 Requirements: Oil Paratrooper is now: Cost: 90 A/D/M: 4/9/1 Requirements: Oil, Rubber Modern Paratrooper: Cost: 110 A/D/M: 6/11/1 Requirements: Oil, Rubber Resources: -------------- Oasis: +2 food Tobacco: +1 commerce Tropical Fruit: +1 food, +1 commerce Sugar: +1 food, +1 commerce Improvements: -------------- Civil Defense: Cost: 120 Culture: 0 Upkeep: 1 Requirements: Electronics (and a barracks) Effect: 50% defensive bonus to units inside the city Commercial Dock: Cost: 160 Culture: 0 Upkeep: 2 Requirements: Mass Production, harbor Effect: +1 commerce in all water squares that produce at least one Stock Exchange: Cost: 200 Culture: 0 Upkeep: 3 Requirements: The Corporation, Bank Effect: 50% increase to tax revenue Wonders: -------------- -- Shakespere's Theatre: City go can above size 12 population without a hospital. The Internet: Cost: 1000 Culture: 4 Requires: Miniaturization Expires: Never Attributes: All Benefits: Research Lab in all cities on same continent The Temple of Artemis: Cost: 500 Culture: 4 Requires: Polytheism Expires: Education Attributes: Religious Benefits: A temple in every city on the same continent The Mausoleum of Mausollos Cost: 200 Culture: 2 Requires: Philosophy Expires: Never Attributes: Scientific and Seafaring Benefits: 3 unhappy citizens are made content in the city The Statue of Zeus: Cost: 200 Culture: 4 Requires: Ivory, Mathematics Expires: Metallurgy Attributes: Religious and Militaristic Benefits: Produces an Ancient Cavalry every 5 turns Knights Templar: Cost: 300 Culture: 2 Requires: Chivalry Expires: Steam Power Attributes: Religious and Militaristic Benefits: A Crusader every 5 turns Small Wonders: -------------- Secret Police Head Quarters: Cost: 200 Culture: 0 Prerequistes: Espionage, In Communism Benefits: A 2nd Forbidden Palace. Only works under communism. ++ PS: Thanks to Ginger_ale and classical hero for their help.