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PC.IGN has updated their Civ3 preview section again with new info on the relationship between trade and war. The key ideas from the update are listed below:<font color=brown size=2>
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[*]Civ III will also add resource prerequisites for units. So, for instance, once you've found bronze, you can begin to produce phalanxes. If you don't have access to any bronze, you'll have to trade for it before you can make phalanxes. Steel will be needed for tanks, horses for cavalry, rubber for modern wheeled vehicles, and oil for jet fighters. Each unit is tied to a resource so you're available forces will be dictated by your own resource supply.
[*]Rather than paying a production upkeep for your units, you will pay gold instead. This frees up shields for production but puts a slightly higher strain on your economy.
[*]Available later in the game, Nationalism (a NEW government type) is analogous to the ideology of early nineteenth century Europe.... To switch to Nationalism your culture rating must be quite high. The benefit of Nationalism is that you can mobilize your economy for war or peace. Mobilizing for war halves the cost of all military units and improvements, but doubles all others. Once mobilized for war, you must select an enemy. You cannot switch out of a wartime economy until the war ends. Mobilizing for peace has the opposite effect, halving the cost of other improvements, but doubling your military expenditures.
[*]On the conquest side you'll have access to something like 60 units. While many of these are the same as they were in the previous game, each of the game's sixteen civilizations will have a unique unit that fits in a particular era. Instead of swordsmen, Rome will have Legions. The Greeks replace spearmen with Hoplites. The English make use of the Man-o-War instead of the Frigate while the French create Musketeers. The American F-15 replaces the basic jet fighter and the German Panzer gives them the edge over normal tanks. The real challenge is in balancing the various super units across the various eras.
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>> <a href="http://pc.ign.com/previews/12062.html" target=link>Read the full article at PC.IGN</a>
[This message has been edited by Thunderfall (edited May 26, 2001).]
<UL>
[*]Civ III will also add resource prerequisites for units. So, for instance, once you've found bronze, you can begin to produce phalanxes. If you don't have access to any bronze, you'll have to trade for it before you can make phalanxes. Steel will be needed for tanks, horses for cavalry, rubber for modern wheeled vehicles, and oil for jet fighters. Each unit is tied to a resource so you're available forces will be dictated by your own resource supply.
[*]Rather than paying a production upkeep for your units, you will pay gold instead. This frees up shields for production but puts a slightly higher strain on your economy.
[*]Available later in the game, Nationalism (a NEW government type) is analogous to the ideology of early nineteenth century Europe.... To switch to Nationalism your culture rating must be quite high. The benefit of Nationalism is that you can mobilize your economy for war or peace. Mobilizing for war halves the cost of all military units and improvements, but doubles all others. Once mobilized for war, you must select an enemy. You cannot switch out of a wartime economy until the war ends. Mobilizing for peace has the opposite effect, halving the cost of other improvements, but doubling your military expenditures.
[*]On the conquest side you'll have access to something like 60 units. While many of these are the same as they were in the previous game, each of the game's sixteen civilizations will have a unique unit that fits in a particular era. Instead of swordsmen, Rome will have Legions. The Greeks replace spearmen with Hoplites. The English make use of the Man-o-War instead of the Frigate while the French create Musketeers. The American F-15 replaces the basic jet fighter and the German Panzer gives them the edge over normal tanks. The real challenge is in balancing the various super units across the various eras.
[/list]</a></font>
>> <a href="http://pc.ign.com/previews/12062.html" target=link>Read the full article at PC.IGN</a>
[This message has been edited by Thunderfall (edited May 26, 2001).]