Here's another FAQ about Civ 3 Conquests for anyone who doesn't have C3C.
I took most of it from the C3C Quirks and Issues thread from DG6, so anyone who participated in that thread deserves credit. I also took some of it from the Conquests Changes and Additions List posted by Thunderfall. Thanks for putting that together up.
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1 - Submarine Bug. This has resurfaced (pardon the pun), and involves the AI (or player) running into an invisible sub. To combat this, we can:
a. Always have an escort.
b. Bring a ship along that can view invisible units.
2 - Scientific Great Leaders. You can have more than 1 SGL at a time, so don't be surprised. SGL can rush a wonder, or increase science. That increase, however, isn't by much.
2a. The "Age of Science" is bugged and doesn't work. The display acts like it works, but it'll stay at 1 (or 2 or 3, etc) for a couple of turns until the tech really would be done.
2b. Also, you can have a MGL and SGL at the same time, or a SGL and SGL at the same time, but not a MGL and MGL.
3 - Military Great Leaders. This is 2-fold. First, the AI never, if not very rarely, uses MGLs for armies. There is a bug where the AI can rush a wonder with them. The new rule in C3C is that MGL can't rush wonders. They can rush improvements (up to 100 or 200 shields I think), or build an army.
4 - Change in the Corruption Model. Don't be surprised when your province or city has 80% corruption. The new corruption model (which is VERY communist-friendly) nullifies the effect of the Forbidden Palace. However, the Palace, FP, and SPHQ, along with courthouses gives you a relatively corruption-free (almost) empire under communism.
5 - Radio has been taken out of C3C. Don't be surprised when you don't see it.
6 - Artillery/Planes can now bombard your own territory if they can not bombard the enemy units (units are defeated or are at 1hp)! Be careful when bombarding. It might be possible to accidently bombard an ally.
7 - Ship Changes. Some shipping stats have changed. Most noticable is the transport, which now only holds 6 units instead of 8.
8 - AI Space Race. The AI has been tweaked to focus more on space-race technologies.
9 - Satellites. This tech now gives you the entire world map. Should the map not be fully discovered for some reason, and the next turn you notice the world is discovered, this is why.
10 - Volcanos. Should we start next to one, remember that, if it erupts, we will automatically win the game if our capital is the only city. This is a known bug.
10a. We are given 1 turn warning that a volcano is about to erupt. When it does erupt, it pollutes the square the volcano is in and at least one other square. Any units or improvements (roads, mines, cities, etc.) in an erupted-upon square are destroyed. The pollution can be cleaned up just like any other pollution. A volcano usually only erupts once per game.
10b. Also a volcano cannot be roaded (or consequencely railroaded).
11 - Bombers and stealth bombers now have lethal bombardment. This means that you can now kill units with bombers.
12 - Barbarians will only attack defenseless units (scouts, settlers, workers) or move to attack units on its NW/SE axis. If NoAIPatrol=0 is added to the conquests.ini file, they will also move randomly.
13- Map trading and contact trading have been pushed back into the Middle Ages.
14 - Marshlands must be cleared before a settler can build a city.
15 - Now, a unit only has to be inside of enemy territory to trigger the MPP, rather than attacking a unit. (don't know if this is a bug, or the notion of being invaded. Maybe it was used to prevent an 'exploit' of having units at every city before attacking.)
16 - Philosophy gives a free tech to the fist civ who researches it. This is good for trying to get to Literature first.
17- There are two new specialists.
17a. Police Officers. They affect corruption. This can mean that corruption lost to shields and gold are returned a bit. You can only get them once you have researched Communism.
17b. Civil Engineers. They add two shields to any improvement. Not sure if works for Wonders, but does not work for units.
17c. Also taxmen and Scientist have been improved. Taxmen now increase treasure by two gold and Scientist increase science by three beakers.
18- SS stasis chamber moved from synthetic fibres to Robotics
19- Contact trading moved to Printing Press
19a. Map trading moved to Navigation
20- Explorers and Conquistadores moved to Astronomy
21- Archers and Longbows and Guerillas get defensive bombardment. Basically if a stack of your units is attacked and you have one of the above in that stack, then they will fire a free shot at the enemy before the actual battle begins.
22- Marines are 50% more powerful in attack
23- Air and modern Sea units have bigger ranges particularly aircraft.
24- Helicopters can carry 3 units.
25- The great wall gives free walls in every city on the same continent.
26- There is an Ironclads tech now. This is an optional tech that allows you to build Ironclads
27- Cossacks have the blitz ability, which means they can attack more than once a turn
28- The minimum time needed for research is 50 turns
29- 100K victory condition changes with map size. it's 130K on a large map.
30- 2 new governments: Feudalism and Facism. Feudalism is becomes available with the Feudalism techonology and Facism becomes available with the Facism technology. Those techs. appear in the early Middle Ages and Mid. Industrial Ages, respectively.
31- Civilizations
31a. Add Seafaring and Agricultural attributes
31b. Change England to Seafaring and Commercial
31c. Change Iroquois to Agricultural and Commercial
31d. Change Aztecs to Agricultural and Militaristic
31e. Change Spain to seafaring and religious
31f. Change Vikings to Seafaring and Militaristic
31g. Change Celts to Agricultural and Seafaring
31h. Change Carthaginians to Seafaring and Industrious
32- Civilization Abilities:
32a. Agricultural: +1 food in center city tile and irrigated deserts; cheaper aggicultural city improvements (aqueduct, granary, etc)
32b. 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.
33- Armies. They now have blitz, they can autoraze terrain, they have 1+ movement point, and they heal faster anywhere.
34- Resources:
34a. Oasis: +2 food
34b. Tobacco: +1 commerce
34c. Tropical Fruit: +1 food, +1 commerce
34d. Sugar: +1 food, +1 commerce
35- Improvements:
35a. Civil Defense:
Cost: 120
Culture: 0
Upkeep: 1
Requirements: Electronics (and a barracks)
Effect: 50% defensive bonus to units inside the city
35b. Commercial Dock:
Cost: 160
Culture: 0
Upkeep: 2
Requirements: Mass Production, harbor
Effect: +1 commerce in all water squares that produce at least one
35c. Stock Exchange:
Cost: 200
Culture: 0
Upkeep: 3
Requirements: The Corporation, Bank
Effect: 50% increase to tax revenue
36- Wonders:
36a. The Internet:
Cost: 1000
Culture: 4
Requires: Miniaturization
Expires: Never
Attributes: All
Benefits: Research Lab in all cities on same continent
36b. The Temple of Artemis:
Cost: 500
Culture: 4
Requires: Polytheism
Expires: Education
Attributes: Religious
Benefits: A temple in every city on the same continent
36c. 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
36d. 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
36e. Knights Templar:
Cost: 300
Culture: 2
Requires: Chivalry
Expires: Steam Power
Attributes: Religious and Militaristic
Benefits: A Crusader every 5 turns
37- Small Wonders:
37a. Secret Police Head Quarters:
Cost: 200
Culture: 0
Prerequistes: Espionage, In Communism
Benefits: A 2nd Forbidden Palace. Only works under communism.
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as always comments are welcome. anything i should take out/add?