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Thread: Civ 3 Strategy guide is out!

  1. #31
    Acemo
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    Originally posted by Andrew1999

    All Great and Small Wonders product culture, from 1 to 5 points per turn depending on how cultural it is (i.e. 1 for Military academy, 5 for Bach's Cathedral.)

    Do you get a one-time culture boost when the Wonders are built?
    How about culture effects for other buildings?
    Call me Frank.
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  2. #32
    Andrew1999
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    Bonus resources: (food/resources/commerce)
    Cattle 2/1/0
    Fish 2/0/1
    Game 1/0/0
    Gold 0/0/4
    Whales 1/1/2
    Wheat 2/0/0

    Luxuries:
    Dyes: 0/0/1
    Furs: 0/1/1
    Gems 0/0/4
    Incense 0/0/1
    Ivory 0/0/2
    Silks 0/0/3
    Spices 0/0/2
    Wine 1/0/1

    Strategic:
    Aluminum 0/2/0 -Rocketry
    Coal 0/2/1 -Steam Power
    Horses 0/0/1 -The Wheel
    Iron 0/1/0 -Iron Working
    Oil 0/1/2 -Refining
    Rubber 0/0/2 -Replaceable Parts
    Saltpeter 0/0/1 -Gunpowder
    Uranium 0/2/3 -Fission

  3. #33
    Andrew1999
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    Each civ is assigned to a global culture, which determines some graphical things. There is a game effect though: members of the same culture get along better in negotiations, so the Americans can negotiate with the Iroquois more easily than the Zulus

  4. #34
    Andrew1999
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    Originally posted by Acemo



    Do you get a one-time culture boost when the Wonders are built?
    How about culture effects for other buildings?
    Doesn't look like there's a bonus for completing a Wonder. The cultural buildings are Cathedral(3), Colosseum(2), Library(3), Palace(1), Research Lab (2), Temple (2), University (4)

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    Kautilya
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    Thumbs up

    Great work Andrew!

    Could you tell us which special resouces are required for which units. I think that we know that tanks require rubber and nuclear weapons require uranium but not the others.

  6. #36
    Stuie
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    Originally posted by Andrew1999
    Bonus resources: (food/resources/commerce)
    Ah ha! So the luxury and strategic resources do provide city bonuses. That's cool!

    How 'bout those unit stats? Too much typing....?
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  7. #37
    VetteroX
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    Thanks for the info, could you tell us unit strengths? like how strong are infanty, mech infantry, riflemen, destroyers etc... we havnt seen any of these yet.

  8. #38
    Stuie
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    Originally posted by Andrew1999
    Bonus resources: (food/resources/commerce)

    Strategic:
    Aluminum 0/2/0 -Rocketry
    Coal 0/2/1 -Steam Power
    Horses 0/0/1 -The Wheel
    Iron 0/1/0 -Iron Working
    Oil 0/1/2 -Refining
    Rubber 0/0/2 -Replaceable Parts
    Saltpeter 0/0/1 -Gunpowder
    Uranium 0/2/3 -Fission
    So in the strategic sense, it looks like Iron is the only resource that you can purposely build cities near to increase production. The others come too late in the game (based on the screenshots I've seen) and will be more like winning the lottery. I guess that's where conflict enters the picture, eh?
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  9. #39
    Andrew1999
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    Cannon: Saltpeter, Iron
    Cavalry: Horses, Saltpeter
    Chariot: Horses
    Horseman: Horses
    Knight: Horses, Iron
    Marine: Rubber
    Mech. Inf: Oil, Rubber
    Modern Armor: Oil, Rubber, Aluminum
    Musketman: Saltpeter
    Paratrooper: Oil, rubber
    Pikeman: Iron
    Radar Artillery: Aluminum
    Swordsman: Iron
    Tank: Oil, Rubber

    AEGIS Cruiser: Akuminum, Uranium
    Battleship: Oil
    Carrier: Oil
    Destroyer: Oil
    Frigate: Iron, Saltpeter
    Ironclad: Iron, Coal
    Nuclear Sub: Uranium
    Privateer: Iron, Saltpeter
    Submarine: OIl
    Transport: Oil

    Bomber: Oil
    Cruise Missile: Aluminum
    Fighter: Oil
    Helicopter: Oil, rubber
    ICBM: Aluminum, Uranium
    Jet Fighter: Oil
    Stealth Bomber: Oil, Aluminum
    Stealth Fighter: Oil, Uranium
    Tac Nuke: Aluminum, Uranium

    many early units require no resources...

  10. #40
    lockstep
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    Originally posted by Andrew1999
    Bonus resources: (food/resources/commerce)
    Cattle 2/1/0
    Fish 2/0/1
    Game 1/0/0
    Gold 0/0/4
    Whales 1/1/2
    Wheat 2/0/0
    I guess these are additional food/resources(shields)/commerce numbers.
    "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

  11. #41
    Stuie
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    Attack.Defense.Move??? Please??
    "Stuie has the right idea" - Japher
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  12. #42
    Andrew1999
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    Originally posted by VetteroX
    Thanks for the info, could you tell us unit strengths? like how strong are infanty, mech infantry, riflemen, destroyers etc... we havnt seen any of these yet.
    Some late-game stats:
    Modern Armor: 24/16/3
    Radar Artillery: 0/0/1 16/2/4
    Mech Inf: 12/20/3
    Battleship 24/20/4 8/2/4
    Stealth Bomber 0/2/0 8/0(8)/4

    The second set of stats is for bombardment--it's power/range/Rate of fire

  13. #43
    Shadowstrike
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    How about the entire section on scenarios and editing? Or segments thereof?
    *grumbles about work*

  14. #44
    Stuie
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    Originally posted by Andrew1999

    Battleship 24/20/4 8/2/4

    The second set of stats is for bombardment--it's power/range/Rate of fire
    Arrgh! That's out-of-date!! The battleship in the final game is 18(8).12.? and can only fire once per turn. I guess you can save your fingers the trouble and answer non-unit stat questions. Sorry!
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  15. #45
    Andrew1999
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    Originally posted by Stuie


    Arrgh! That's out-of-date!! The battleship in the final game is 18(8).12.? and can only fire once per turn. I guess you can save your fingers the trouble and answer non-unit stat questions. Sorry!
    I was afraid of that...

  16. #46
    Andrew1999
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    Somebody was asking was "Worker Rate" was on the government screen. Workers in anarchy work slower (1/2 speed) and workers in Democracy work 50% fater.

  17. #47
    Andrew1999
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    Buildings that require resources:
    Coal Plant: Coal
    Coastal Fortress: Iron, Saltpeter
    Factory: Iron
    Mass Transit: Rubber
    Nuclear Plant: Uranium
    SAM Battery: Aluminum

    Apollo Program: Aluminum
    Iron Works: Coal and Iron in city radius
    Manhattan Project: Uranium

    All spaceship parts require Aluminum except for SS Fuel Cells, which require Uranium. Exterior Casing requires both Aluminum and Rubber

  18. #48
    faded glory
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    Andrew please tell us how trade works

    Is it 1 good= 1 city....

    Or is it 1 good= all the cities connected to that good


    thanks partner

    Saddam,

  19. #49
    Andrew1999
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    One strategic or luxury resource is enough for your entire civlization--the rest can be traded away.

  20. #50
    faded glory
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    Are the goods farely abundant? Or is there just barely enough for each vic on the map.

    Or does it go by geophrapy regions?

  21. #51
    Lorizael
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    So, does it say anything about the AI? Hmmm?? I wanna know about the AI!

    And units stats if you could.

  22. #52
    Andrew1999
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    I don't know, but looking at the screnshots they seem plentiful. I do know that resources are only found in certain terrain types. You can only find Rubber in forests and jungles, for example.

  23. #53
    Kautilya
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    Thanks for the resource requirements list.

    I hadn't realized that the special resources would be required for so many things. It will be practically be a game within a game and a damn interesting one at that.

    I would imagine that the resources are somewhat scarce otherwise it becomes pointless. We will likely be able to adjust resource availability as well.

  24. #54
    Andrew1999
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    Originally posted by Kautilya
    I would imagine that the resources are somewhat scarce otherwise it becomes pointless. We will likely be able to adjust resource availability as well.
    There's a space in the editor where you can adjust how many resources there are in the game. It's done on a per-civ basis, so if you are playing a 16-civ game there would be more of each resource than on a 3-civ map, even if the map is the same size. I think the default is one of each resource per civ but it doesn't say specifically.

  25. #55
    Andrew1999
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    City walls only provide a defense bonus of 50%, and disappear once your city reaches size 7. Size 7-12 cities have an inherent defense bonus of 50%, and cities larger than 12 have an inherent bonus of 100%.

  26. #56
    lockstep
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    You´re the man, Andrew!

    BTW, how do the UN council and UN victory work exactly?
    "As far as general advice on mod-making: Go slow as far as adding new things to the game until you have the basic game all smoothed out ... Make sure the things you change are really imbalances and not just something that doesn't fit with your particular style of play." - WesW

  27. #57
    Lorizael
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    Originally posted by Andrew1999
    City walls only provide a defense bonus of 50%, and disappear once your city reaches size 7. Size 7-12 cities have an inherent defense bonus of 50%, and cities larger than 12 have an inherent bonus of 100%.
    So after size 6 you can't build anymore city walls? Or do you just have to build new ones after that because the city is too large?

  28. #58
    UKScud
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    City walls only provide a defense bonus of 50%, and disappear once your city reaches size 7. Size 7-12 cities have an inherent defense bonus of 50%, and cities larger than 12 have an inherent bonus of 100%.
    This sounds much more realistic, I never liked the idea of an ultra modern 21st Century city with City Walls.

  29. #59
    SerapisIV
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    Do city walls give a culture bonus? (They could still be useful then for big cities)

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    wesley32
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    Strategy guide

    What exectly do nukes do to cities?

    Is there MAD?

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