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. Traits Changed Industrious worker speed bonus reduced from 100% to 50% faster than non-Industrious workers. 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. Revolutions Revolutions now take one turn longer, across the board. For religious civs, this means anarchy is 2 turns and it is 2-9 turns for all other civs. 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 Great Wall - added ability of creating a wall in every town on the same continent 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. Armies also have extended viewing range (+1 tile), blitz, and zone of control. 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.