1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Civ3 Conquests Additions & Changes List

Discussion in 'Civ3 - General Discussions' started by Thunderfall, Nov 7, 2004.

  1. Thunderfall

    Thunderfall Administrator Administrator Moderator

    Joined:
    Oct 25, 2000
    Messages:
    12,171
    Gender:
    Male
    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.
     
  2. classical_hero

    classical_hero In whom I trust

    Joined:
    Jan 30, 2003
    Messages:
    33,209
    Location:
    Perth,Western Australia
    TF, there should be a note under the Age of Science feature for SGL's is broken ATM in 1.22 and that can be updated once the new patch comes out. I think that the way you have described LW is a bit confusing. It still halves the cost of upgrading but the normal cost of upgrading is up from 2 times to 3 times. That means with LW that upgrading now costs 1.5 compared to 1 before hand. Also the stats for the marine are increased attacking ability of 12 instead of 8. You also forgot that some wonders become Tourist Attractions. I have uploaded an image about that.

    I must say that thanks must go to more advanced player who during there discussions alerted me to the fact. Once I saw that, I thought it would be good to have this on the front page.
     
  3. Ginger_Ale

    Ginger_Ale Lurker Retired Moderator

    Joined:
    Jul 23, 2004
    Messages:
    8,802
    Location:
    Red Sox Nation
    It all looks good TF - if I think of anything, I'll edit it in to this post. :)

    edit: One minute later, I think of something: defensive bombard. Range of 0, enabled for archers, longbows, bowmen, musketeer, guerilla, and TOW infantry.
     
  4. TimBentley

    TimBentley Chieftain

    Joined:
    Apr 26, 2004
    Messages:
    2,898
    Location:
    Troy, MI
    When in despotism, agricultural only adds 1 food to cities if they are on a river.
    There are two new technologies: Fascism and Ironclads.
    There are two new citizen types: policemen and civil engineers.
    Shakespeare's Theater now costs 450 shields.
    Wall Street requires 5 stock exchanges.
     
  5. Halidon55

    Halidon55 Prime

    Joined:
    Apr 9, 2003
    Messages:
    89
    I've noticed that the capture the princess is disabled. The icon that appears with PTW to move the princess doesn't appear. I this a known bug or is it done in a different way now?
     
  6. socralynnek

    socralynnek Civ & Hattrick addict

    Joined:
    Sep 1, 2003
    Messages:
    1,441
    Location:
    Northern Germany
    The new Civs are missing in your list.
    I think Leo's still half the price of upgrades, but upgrades in C3C are more expensive than in vanilla, I think.
     
  7. Arathorn

    Arathorn Catan player

    Joined:
    Jan 10, 2002
    Messages:
    3,778
    Location:
    Illinois
    Not really. +1 food in center city tile for non-despot govts. and for despotism if the city has access to fresh water. Cheaper agricutural city improvements does NOT include granary, which would make agricutural go from "possibly broken" to definitely broken. Agricultural buildings are aqueduct, and then some late-game ones that I can never quite remember -- mass transit and solar plant??? something like that but NOT granary.

    True, but they also get a bonus to their A/D numbers. An army gets an A (resp. D) bonus equal to the sum of the A (D) values of all members divided by 6 (4, if you own the Military Academy) rounded down. That's about as short as I can describe it.

    As others have pointed out, this is wrong. Leonardo's makes the upgrade cost go from 3 * shield difference (change from 2 * shield difference in vanilla and PTW) to 1.5 * shield difference (with Leo's pre- C3C, was 1 * shield difference).

    Units
    Other changes.
    - Jag warrior now costs 15 shields instead of 10 (Aztecs can build regular warrior, too, I believe)
    - I would list all the new UUs for the new civs with stats (Inca - chasqui scout 1/1/2 ignore hills and mountains for 20 shields, replaces scout; Maya - javelin thrower 2/2/1 for 30 shields, has chance to enslave defeated units to create slaves, replaces archer; Netherlands - swedish mercenary 1/4/1 for 30 shields, replaces pikeman and upgrades to rifle; Portugal - carrack ??? don't recall details; Byantium - dromon ???; etc.)
    - Other changes to units. French musketeer from 3/4/1 to 2/5/1 with defensive bombard. Gallic sword reduced from 50 shields to 40 shields. Korea h'wacha from 12/1/1 to 8/1/1 with lethal bombard. Bombers have increased range and lethal bombard (land and sea). Cossacks from 6/4/3 to 6/3/3 with blitz.
    - Other new units -- flak cannon, TOW, guerilla, etc.
    - Organization is goofy as changes to units appears at least twice....

    True, but not as helpful as one might hope. At the very least, say Demi-God is between Emperor and Deity and Sid is harder than Deity. Ideally would be to give specs for the new difficulty levels (at least cost factors and starting units).

    Other Missing Things:
    - GREATLY changed the FP and how corruption works. This should be described as briefly as possible, but it needs to be mentioned.
    - Tweaked barbarians to not automatically patrol, causing them to behave very strangely.
    - Changed calculation on tech prices, in terms of gold required to buy.

    I'm sure there's lots more, but those were immediately obvious to me.
    Arathorn
     
  8. Ginger_Ale

    Ginger_Ale Lurker Retired Moderator

    Joined:
    Jul 23, 2004
    Messages:
    8,802
    Location:
    Red Sox Nation
    Sorry (that was one of the lines I wrote - I wasn't sure, so I figured, but you are right).

    The buildings are Aqueduct, Hospital, Solar Plant, and Hydro Plant. I'm not sure about Mass Transit or Recycling Center, however.

    Also, the C3C units like TOW, Flak, Mobile SAM, etc are included on the main site, so that's not an issue.

    Aztecs can build warriors, yes.

    Again, another line I wrote. Wasn't quite sure of this one either, though I knew it decreased it. Thanks for pointing these out.
     
  9. Arathorn

    Arathorn Catan player

    Joined:
    Jan 10, 2002
    Messages:
    3,778
    Location:
    Illinois
    Civ Traits

    New Traits
    Agricultural – 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. Half-price aqueduct, hospital, solar plant, hydro plant.

    Seafaring – Cities on the coast of salt water gain one extra commerce in the city square. +1 naval movement. Less chance of sinking in sea/ocean when sailing there before they are safe. Half price harbor, commercial dock, offshore platform.

    New Civs’ Traits
    Byzantium – Seafaring, Scientific
    Hittites – Expansionist, Commercial
    Inca – Agricultural, Expansionist
    Maya – Agricultural, Industrious
    Netherlands – Agricultural, Seafaring
    Portugal – Seafaring, Expansionist
    Sumeria – Agricultural, Scientific

    Old Civs’ Changed Traits
    Aztecs – from Militaristic, Religious to Agricultural, Militaristic
    Carthage – from Commercial, Industrious to Industrious, Seafaring
    Celts – from Militaristic, Religious to Agricultural, Religious
    England – from Commercial, Expansionist to Commercial, Seafaring
    Iroquois – from Expansionist, Religious to Agricultural, Commercial
    Scandinavia – from Expansionist, Militaristic to Militaristic, Seafaring
    Spain – from Commercial, Religious to Religious, Seafaring


    Units

    New Units
    Code:
    Unit Name	A/D/M(A.R.F)	Cost	Tech	Resources	Upgrades	Upgrades To	Notes
    					From
    Ancient Cavalry	3/2/2	??	None	Ivory	None	None	+1 hp, produced every 5 turns by Statue of Zeus when ivory is present
    Carrack	2/2/4(3.1.1)	40	Astronomy	None	Galley	Frigate	Portuguese UU replacing caravel, safe on ocean, holds 3
    Chasqui Scout	1/1/2	20	None	None	None	Explorer	Incan UU replacing scout, ignores movement penalty of hills/mountains
    Crusader	5/3/1	??	None	None	None	None	Produced every 5 turns by Knight’s Templar
    Curragh	1/1/2	15	Alphabet	None	None	Galley
    Cruiser	15/10/6(7.1.2)	160	Combustion	Oil	None	None	Anti-aircraft 1, radar
    Dromon	2/1/3(2.1.2)	30	Map Making	None	None	Caravel	Byzantine UU replaces galley, holds 2, lethal sea bombard
    Enkidu Warrior	1/2/2	10	None	None	None	Pike	Sumerian UU replacing spear
    Flak	1/6/1	70	Flight	None	None	Mobile SAM	Anti-aircraft 2
    Guerilla	6/6/1(3.0.1)	90	Replaceable Parts	None	Longbow, MDI	TOW
    Javelin Thrower	2/2/1	30	Warrior Code	None	None	Longbow	Mayan UU replacing archer, has 1/3 chance to enslave
    Mobile SAM	1/6/2	100	Rocketry	None	Flak	None	Anti-aircraft 4
    Modern Paratrooper	6/11/1	110	Synthetic Fibers	Oil, Rubber	Paratrooper	None	Airdrop
    Three-Man Chariot	2/2/2	30	The Wheel	Horses	None	Knight	Hittite UU replacing chariot and horseman; wheeled
    Trebuchet	0/0/1(6.1.1)	30	Engineering	None	Catapult	Cannon
    Swiss Mercenary	1/4/1	30	Feudalism	Iron	Musketman	Rifleman	Netherlands UU replaces pike (and typically musketman)
    TOW Infantry	12/14/1(6.0.1)	120	Rocketry	None	Guerilla	None
     
    Changes to Old Units
    Jaguar Warrior cost increased from 10 shields to 15 shields. Now requires Warrior Code. No longer replaces warrior.
    Archer gains (1.0.1) bombard.
    Gallic Swordsman cost decreased from 50 shields to 40 shields.
    War Elephant now gains an extra +1 hp.
    Musketeer from 3/4/1 to 2/5/1 with (2.0.1) bombard.
    Longbow gains (2.0.1) bombard.
    Explorer now available with Astronomy, not Navigation.
    H’wacha from (12.1.1) bombard to (8.1.1) bombard with lethal land bombard.
    Cossack from 6/4/3 to 6/3/3 with blitz.
    Privateer from 2/1/3 for 60 shields to 2/1/5 for 50 shields, with a chance to enslave.
    Frigate from 2/2/4 (2.1.2) to 2/2/5 (3.1.2).
    Man-O-War from 3/2/4 (3.1.2) for 60 shields to 4/2/5 (4.1.2) for 65 shields, with a chance to enslave.
    Ironclad from 4/4/4 (4.1.2) to 5/6/4 (6.1.2) available with Ironclads tech.
    Transport from 1/4/5 carrying 8 to 1/2/6 carrying 6.
    Carrier move increased from 4 to 7 and gains anti-aircraft 1.
    Submarine move increased from 3 to 4.
    Nuclear Submarine move increased from 4 to 5.
    Destroyer move increased from 5 to 8 and gains anti-aircraft 1.
    AEGIS Cruiser from 12/10/5 (4.2.2) to 15/10/7 (6.2.2) with anti-aircraft
    Battleship gains anti-aircraft 2.


    Terrain and Improvements

    New Terrain
    Volcano – 0 food/3 shields/0 commerce, takes 3 MP, gives 80% defense bonus, can’t be improved, occasionally erupts to destroy nearby units/improvements and create pollution
    Marsh – 1 food/0 shields/0 commerce, takes 2 MP, gives 20% defense bonus, can be cleared, can be roaded for 1 commerce, cities can’t be formed on marsh, causes disease.


    New Improvements
    Barricade – improved fortress – increases defense bonus to 100% and stops all units trying to move through it

    New Bonus Resources
    Sugar – 1 food and 1 commerce (found on plains)
    Fruit – 1 food and 1 commerce (found in jungle)
    Oasis – 2 food (found in desert)
    Tobacco – 1 commerce (found in grassland and plains)


    Tech Tree Changes

    New Techs
    Ironclads – requires Steam Power, required for nothing, allows Ironclads unit
    Fascism- requires Nationalism, required for nothing, allows Fascism Government

    Techs Removed
    Radio – Civil Defense now available with Electronics

    Other Changes
    Electronics is no longer a prerequisite for Motorized Transportation.


    Government Changes

    New Governments
    Feudalism – available with Feudalism, problematic corruption (like Monarchy), low war weariness (like Republic), 5/2/1 unit support, unit cost of 3 per excess unit, 3 MPs, 100% worker rate
    Fascism – available with Fascism, nuisance corruption (like Republic), no war weariness, 4/7/10 unit support, unit cost of 1 per excess unit, 4 MPs, 200% worker rate. Causes reduction in population when switched into and cannot build cultural buildings in cities without a majority of native citizens

    Changes to Old Governments
    Republic now has 1/3/4 unit support but bears a unit cost of 2 per excess unit.


    Wonders, Great and Small

    New Wonders
    Statue of Zeus – 200 shields, Mathematics, requires Ivory, 4 cpt, Rel and Mil, produces Ancient Cavalry unit every 5 turns, expires with Metallurgy
    Mausoleum of Mausollos – 200 shields, Philosophy, 2 cpt, Sci and Sea, 3 unhappy citizens made content, never expires
    Temple of Artemis – 500 shields, Polytheism, 4 cpt, Rel, puts a temple in every city on the continent, expires with Education
    Knight’s Templar – 300 shields, Chivalry, 2 cpt, Rel and Mil, produces a Crusader unit every 5 turns, expires with Steam Power

    Secret Police Headquarters – 200 shields, Espionage, 0 cpt, Small wonder, acts as a second FP while in Communism

    Changes to Existing Wonders
    Shakespeare’s Theatre – also allows a city to grow beyond size 12 and now costs 450 shields
    Colossus – traits from Expansionist, Commercial, Religious to Expansionist, Seafaring, Commercial
    Pyramids – add trait Agricultural
    Magellan’s Voyage – add trait Seafaring
    Universal Suffrage – trait from Militaristic to Agricultural
    Cure for Cancer – add trait Agricultural


    Others:
    FP changes
    SS Statis Chamber moved
    Difficulty levels added (and changed some)
    MGLs vs SGLs
    Armies

    Arathorn
     
  10. Jason Fliegel

    Jason Fliegel Chieftain

    Joined:
    Mar 15, 2003
    Messages:
    281
    Ancient Cavalry's required tech is Mathematics. Crusader's required tech is Chivalry.
     
  11. Mr. Do

    Mr. Do Chieftain

    Joined:
    Oct 9, 2003
    Messages:
    1,970
    Location:
    UK
    Ancient Cavalry and Crusaders have no required technology, as they are spawned from one great wonder each. As I'd hope you know...
     
  12. TimBentley

    TimBentley Chieftain

    Joined:
    Apr 26, 2004
    Messages:
    2,898
    Location:
    Troy, MI
    Ancient cavalry cost 40 shields and crusaders cost 70 shields (obviously only matters when disbanding).

    Crusaders can build fortresses.

    Enkidu warrior only can move 1.

    The dromon can upgrade from a curragh.

    I don't believe a musketman can upgrade to a swiss mercenary.

    Sugar and tobacco can also appear on hills.

    It may be worth mentioning that ironclads and fascism are optional.
     
  13. Arathorn

    Arathorn Catan player

    Joined:
    Jan 10, 2002
    Messages:
    3,778
    Location:
    Illinois
    C3C Changes from PTW

    Civ Traits

    New Traits
    Agricultural - 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. Half-price aqueduct, hospital, solar plant, hydro plant.

    Seafaring - Cities on the coast of salt water gain one extra commerce in the city square. +1 naval movement. Less chance of sinking in sea/ocean when sailing there before they are safe. Half price harbor, commercial dock, offshore platform.

    New Civs' Traits
    Byzantium - Seafaring, Scientific
    Hittites - Expansionist, Commercial
    Inca - Agricultural, Expansionist
    Maya - Agricultural, Industrious
    Netherlands - Agricultural, Seafaring
    Portugal - Seafaring, Expansionist
    Sumeria - Agricultural, Scientific

    Old Civs' Changed Traits
    Aztecs - from Militaristic, Religious to Agricultural, Militaristic
    Carthage - from Commercial, Industrious to Industrious, Seafaring
    Celts - from Militaristic, Religious to Agricultural, Religious
    England - from Commercial, Expansionist to Commercial, Seafaring
    Iroquois - from Expansionist, Religious to Agricultural, Commercial
    Scandinavia - from Expansionist, Militaristic to Militaristic, Seafaring
    Spain - from Commercial, Religious to Religious, Seafaring


    Units

    New Units
    Code:
    Unit Name	   A/D/M(A.R.F)	   Cost	 Tech	           Resources	Upgrades     Upgrades	Notes
    					                                From         To
    Ancient Cavalry    3/2/2	   40	 None	           Ivory	None	     None	+1 hp, produced every 5 turns by Statue of Zeus when ivory is present, can't be built "normally"
    Carrack            2/2/4(3.1.1)	   40	 Astronomy	   None	        Galley	     Frigate	Portuguese UU replacing caravel, safe on ocean, holds 3
    Chasqui Scout      1/1/2	   20	 None	           None	        None	     Explorer   Incan UU replacing scout, ignores movement penalty of hills/mountains
    Crusader           5/3/1	   70	 None	           None	        None	     None	Produced every 5 turns by Knight's Templar, can't be built "normally", can build fortress
    Curragh            1/1/2	   15	 Alphabet	   None	        None	     Galley
    Cruiser            15/10/6(7.1.2)  160	 Combustion	   Oil	        None	     None	Anti-aircraft 1, radar
    Dromon             2/1/3(2.1.2)	   30	 Map Making	   None	        Curragh	     Caravel	Byzantine UU replaces galley, holds 2, lethal sea bombard
    Enkidu Warrior     1/2/1	   10	 None	           None	        None	     Pike	Sumerian UU replacing spear
    Flak               1/6/1	   70	 Flight		   None	        None	     Mobile SAM	Anti-aircraft 2
    Guerilla           6/6/1(3.0.1)	   90	 Replaceable Parts None	        Longbow, MDI TOW
    Javelin Thrower    2/2/1	   30	 Warrior Code	   None	        None	     Longbow	Mayan UU replacing archer, has 1/3 chance to enslave
    Mobile SAM         1/6/2	   100	 Rocketry	   None	        Flak	     None	Anti-aircraft 4
    Modern Paratrooper 6/11/1	   110	 Synthetic Fibers  Oil, Rubber	Paratrooper  None	Airdrop
    Three-Man Chariot  2/2/2	   30	 The Wheel	   Horses	None	     Knight	Hittite UU replacing chariot and horseman; wheeled
    Trebuchet          0/0/1(6.1.1)    30	 Engineering	   None	        Catapult     Cannon
    Swiss Mercenary    1/4/1	   30	 Feudalism	   Iron	        Musketman    Rifleman	Netherlands UU replaces pike (and typically musketman)
    TOW Infantry       12/14/1(6.0.1)  120	 Rocketry	   None	        Guerilla     None
     
    Changes to Old Units
    AEGIS Cruiser from 12/10/5 (4.2.2) to 15/10/7 (6.2.2) with anti-aircraft
    Archer gains (1.0.1) bombard.
    Battleship gains anti-aircraft 2.
    Carrier move increased from 4 to 7 and gains anti-aircraft 1.
    Cossack from 6/4/3 to 6/3/3 with blitz.
    Cruise Missile range increased from 3 to 4.
    Destroyer move increased from 5 to 8 and gains anti-aircraft 1.
    Explorer now available with Astronomy, not Navigation.
    Frigate from 2/2/4 (2.1.2) to 2/2/5 (3.1.2).
    Gallic Swordsman cost decreased from 50 shields to 40 shields.
    Helicopter from carrying 1 to carrying 3.
    H'wacha from (12.1.1) bombard to (8.1.1) bombard with lethal land bombard.
    Ironclad from 4/4/4 (4.1.2) to 5/6/4 (6.1.2) available with Ironclads tech.
    Jaguar Warrior cost increased from 10 shields to 15 shields. Now requires Warrior Code. No longer replaces warrior.
    Longbow gains (2.0.1) bombard.
    Man-O-War from 3/2/4 (3.1.2) for 60 shields to 4/2/5 (4.1.2) for 65 shields, with a chance to enslave.
    Marine from 8/6/1 to 12/6/1.
    Musketeer from 3/4/1 to 2/5/1 with (2.0.1) bombard.
    Nuclear Submarine move increased from 4 to 5.
    Paratrooper from 6.8.1 to 4.9.1.
    Privateer from 2/1/3 for 60 shields to 2/1/5 for 50 shields, with a chance to enslave.
    Radar Artillery move increased from 1 to 2.
    Submarine move increased from 3 to 4.
    Transport from 1/4/5 carrying 8 to 1/2/6 carrying 6.
    War Elephant now gains an extra +1 hp.


    Terrain and Improvements

    New Terrain
    Volcano - 0 food/3 shields/0 commerce, takes 3 MP, gives 80% defense bonus, can't be improved, occasionally erupts to destroy nearby units/improvements and create pollution
    Marsh - 1 food/0 shields/0 commerce, takes 2 MP, gives 20% defense bonus, can be cleared, can be roaded for 1 commerce, cities can't be formed on marsh, causes disease.


    New Improvements
    Barricade - improved fortress - increases defense bonus to 100% and stops all units trying to move through it
    Craters - created when a square is bombarded to nothing - takes time to clear before the square can be further improved
    Ruins - created when a town is razed - has no effect on square productivity - disappears when square is improved

    New Bonus Resources
    Sugar - 1 food and 1 commerce (found on plains and hills)
    Fruit - 1 food and 1 commerce (found in jungle)
    Oasis - 2 food (found in desert)
    Tobacco - 1 commerce (found in grassland, hills, and plains)


    Tech Tree Changes

    New Techs
    Ironclads - requires Steam Power, required for nothing, allows Ironclads unit, optional tech
    Fascism- requires Nationalism, required for nothing, allows Fascism Government, optional tech

    Techs Removed
    Radio - Civil Defense now available with Electronics

    Other Changes
    Electronics is no longer a prerequisite for Motorized Transportation.
    Philosophy now gives a bonus tech to the first civ to research it.


    Government Changes

    New Governments
    Feudalism - available with Feudalism, problematic corruption (like Monarchy), low war weariness (like Republic), 5/2/1 unit support, unit cost of 3 per excess unit, 3 MPs, 100% worker rate
    Fascism - available with Fascism, nuisance corruption (like Republic), no war weariness, 4/7/10 unit support, unit cost of 1 per excess unit, 4 MPs, 200% worker rate. Causes reduction in population when switched into and cannot build cultural buildings in cities without a majority of native citizens

    Changes to Old Governments
    Republic now has 1/3/4 unit support but bears a unit cost of 2 per excess unit.


    Wonders, Great and Small

    New Wonders
    Statue of Zeus - 200 shields, Mathematics, requires Ivory, 4 cpt, Rel and Mil, produces Ancient Cavalry unit every 5 turns, expires with Metallurgy
    Mausoleum of Mausollos - 200 shields, Philosophy, 2 cpt, Sci and Sea, 3 unhappy citizens made content, never expires
    Temple of Artemis - 500 shields, Polytheism, 4 cpt, Rel, puts a temple in every city on the continent, expires with Education
    Knight's Templar - 300 shields, Chivalry, 2 cpt, Rel and Mil, produces a Crusader unit every 5 turns, expires with Steam Power

    Secret Police Headquarters - 200 shields, Espionage, 0 cpt, Small wonder, acts as a second FP while in Communism

    Changes to Existing Wonders
    Colossus - traits from Expansionist, Commercial, Religious to Expansionist, Seafaring, Commercial
    Cure for Cancer - add trait Agricultural
    Magellan's Voyage - add trait Seafaring
    Pyramids - add trait Agricultural
    Shakespeare's Theatre - also allows a city to grow beyond size 12 and now costs 450 shields
    Universal Suffrage - trait from Militaristic to Agricultural

    New Wonder Ability
    Some Great Wonders now have the ability to become tourist attractions. These wonders produce revenue (uncorrupted, not affected by buildings) based on their age. It starts at 2 gpt after 1000 years and can grow as high as 14 gpt. Pyramids, Oracle, Hanging Gardens, Great Wall, Statue of Zeus, Temple of Artemis, Mausoleum of Mausollos, Great Library, Colossus, Great Lighthouse, Sistine Chapel, Leonardo's Workshop, Copernicus' Observatory, Shakespeare's Theatre, Newton's University, JS Bach's Cathedral, Hoover Dam, and United Nations can become tourist attractions.


    Leaders

    New Leaders
    Scientific Great Leader (SGL) - has a 3% chance of appearing if a Civ is the first to discover a tech (5% for Scientific civs). An SGL can rush a wonder (either Great or Small). In theory, an SGL can also cause an "Age of Science" to increase beakers by 20% for 20 turns, but this functionality does not work. The button is there, but it does nothing.

    Changes to MGL
    Military Great Leaders (MGLs) can no longer rush Great Wonders. They can still create armies and can rush small wonders or other buildings.

    Changes to Armies
    Armies now get a bonus to their A/D/M values. The bonus to A is equal to the sum of the A values of all units in the army divided by 6 and rounded down (e.g. 3 cavalry in an army has an A bonus of (6+6+6)/6 = 3 and 3 swords in an army have an A bonus of (3+3+3)/6 = 1). Building the Military Academy makes the denominator 4 instead of 6. The D bonus is similar, but with D values summed. All armies also get a +1 M value (one extra movement point). Thus, an army of 4 cavalry after the Military Academy has been built (assumes Pentagon, too), is effectively a 12/6/4 unit. Armies also heal in enemy territory (one hp/unit pre-Battlefield Medicine and two hp/unit after), can pillage without expending a movement point, and heal much faster in your territory than before, too.


    Specialists

    New Specialists
    Civil Engineer - available with Replaceable Parts, produces two incorruptible, non-multiplicative (e.g. factory doesn't help) shields for use on buildings and wonders and zero shields for units
    Policeman - available with Nationalism, reduces corruption by one shield and one commerce arrow, subject to multiplier buildings, except in maximally corrupt cities

    Changes to Existing Specialists
    Scientists now produce 3 beakers per turn instead of 1.
    Taxmen now produce 2 gold tax per turn instead of 1.


    Changes to Interface

    Cultural flips and SGLs can be turned off on game setup screen.
    F8 now shows domination limit, spaceship parts completed by the leader, and a lot of other win condition information.
    Shift-D for workers now is clear damage and not open diplomacy. Control-Shift-D opens the diplomacy window at all times.
    New option at set-up - play the last world, which starts a new game on the same map as previously played.
    New option in map choosing - world map seed, which allows maps to be shared easily and/or named maps to be played.


    Other Significant Changes

    Corruption
    Old exploits around the Forbidden Palace, rings, and palace jumps were removed. The Forbidden Palace no longer provides a second core like a palace. Instead, it provides a low degree of effect for cities near it and a general corruption-fighting effect on the entire empire. Both the old method and the new method are meticulously described in the forums, but they're hard to condense into a short description. Basically, in C3C, building the FP closer and earlier is a better bet.

    Courthouses and Police Stations now have a greater effect on distant corruption, too. The old cap of corruption was 95% and nothing helped it. Now, both courthouses and police stations lower the maximum corruption.

    Difficulty Levels
    Demi-God - between Emperor and Deity, Demi-God AIs have a cost factor of .7 (meaning things cost 70% for them), 3 starting offensive units, 6 starting defensive units, 1 bonus settler, 2 bonus workers, 12 free unit support plus 3 per city, max anarchy of 2 turns, 160 AI-AI trade ratio, human has 25% bonus vs. barbs and human has 70% of the normal OCN
    Sid - beyond Deity, Sid AIs have a cost factor of .4, 6 starting offensive units, 12 starting defensive units, 2 bonus settlers, 4 bonus workers, 24 free unit support plus 8 per city, max anarchy of 1 turn, 200 AI-AI trade ratio, human has 0% bonus vs. barbs and human has 50% of the normal OCN

    The AI-AI trade ratio for diety increased from 160 in PTW to 170 in C3C, and the OCN decreased from 70% to 60%.

    Space Race Changed
    SS Statis Chamber now requires Robotics instead of Synthetic Fibers.

    Upgrade Costs Changed
    To upgrade a unit, the costs have gone from 2 * shield_difference to 3 * shield_difference. Thus, a horse to knight upgrade which used to cost 2 * (70-30) = 80 gold now costs 3 * (70-30) = 120 gold. Leonardo's Workshop still halves the upgrade cost (to 1.5 * shield_difference).

    Map Trading and Communications
    Map trading moved from available with Map Making to Printing Press.
    Communications trading moved from available with Map Making to Navigation.
     
  14. Arathorn

    Arathorn Catan player

    Joined:
    Jan 10, 2002
    Messages:
    3,778
    Location:
    Illinois
    Notes:

    OK, I think that list is pretty comprehensive now. It's the best I could do. Thanks to TimBentley, especially, for some good suggestions. There are probably still a few things missing, but that was about the best I could do.

    Oddly enough, musketmen do upgrade to swiss mercenaries. That's the only way to make it so that the upgrade chain isn't broken, swiss mercs are available to be built when both iron and saltpeter are present, but musketmen can still be built when you don't have iron. I've not completely checked, but I think the "upgrade" can be done (even though it's just costing you in the long run) if you have some muskets and later get iron. It would be a free upgrade but would diminish the value of the unit, so it's a triviality exercise only.

    Arathorn
     
  15. TimBentley

    TimBentley Chieftain

    Joined:
    Apr 26, 2004
    Messages:
    2,898
    Location:
    Troy, MI
    The upgrade from musketman to swiss mercenary works normally and costs 0 gold. The upgrade from spearman is the more common one, of course.

    The AI-AI trade ratio for diety increased from 160 in PTW to 170 in C3C, and the OCN decreased from 70% to 60%.

    Anyways, good job on the changes list.
     
  16. Thunderfall

    Thunderfall Administrator Administrator Moderator

    Joined:
    Oct 25, 2000
    Messages:
    12,171
    Gender:
    Male
    Thanks guys. :) I will try to find sometime to update the main site this weekend.
     
  17. LulThyme

    LulThyme Chieftain

    Joined:
    Sep 15, 2004
    Messages:
    622
    The industrial trait was changed.
     
  18. punkbass2000

    punkbass2000 Des An artiste

    Joined:
    Apr 16, 2002
    Messages:
    7,230
    Location:
    A(sia) Minor
    Religious.
     
  19. SirPleb

    SirPleb Shaken, not stirred.

    Joined:
    Jan 1, 2002
    Messages:
    1,415
    Location:
    Nanaimo BC Canada
    Great work has taken shape here! A few more details:

    The Great Wall has the new feature of putting walls in every town on the same continent.

    Shakespeare's Theater has the new feature of allowing its city to grow beyond size 12.

    Additional notes about armies:
    1) They have an extended viewing range, +1 tile
    2) They have the blitz ability (multiple attacks per turn)
    3) They have the zone of control ability

    When revolting to change the government the period of anarchy is one turn longer in C3C. This is true even for religious Civs.

    Communism is stronger than it used to be, has lower corruption even before the new SPHQ.

    The required amount of culture for the "100K" cultural victory condition is variable in C3C, depending on the map size. The requirement for a cultural victory is 60K on a tiny map, 80K on small, 100K on standard, 130K on large, and 160K on huge.
     
  20. Longasc

    Longasc Chieftain

    Joined:
    Jun 18, 2003
    Messages:
    2,763
    Can "the sub bug is back in C3C" perhaps be added, too?
     

Share This Page