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Comprehensive Feature List in Conquests

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  • #76
    Summary of the most important new info from civ3.com:

    Governments:
    Facsism: http://www.civ3.com/images/screensho...ests/misc2.jpg

    Feudalism: http://www.civ3.com/images/screensho...ests/misc1.jpg

    Terrain:
    Marshes: http://www.civ3.com/images/screensho...ests/misc4.jpg

    Volcano: http://www.civ3.com/images/screensho...ests/misc3.jpg

    LIST OF CAMPAIGNS http://www.civ3.com/images/screensho...ests/misc5.jpg

    Mesopotamia
    Rise of Rome
    Fall of Rome
    Middle Ages
    Mesoamerica
    Age of Discovery
    Sengoku
    Napoleonic Wars
    WW2 in the Pacific

    Statue of Zeus: http://www.civ3.com/images/screensho...ests/misc6.jpg

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    • #77

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      • #78
        wow, fascism looks really powerful!
        who cares about pop-losses if you've got 200% production ... combine it with mobilization and you've got the ultimate war machine.
        makes communism even more useless...

        i don't like volcanoes not having food. lava-based land is extremely fertile iirc.

        statue of zeus: does anyone know what are the stats of an "ancient cavalry"?
        - Artificial Intelligence usually beats real stupidity
        - Atheism is a nonprophet organization.

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        • #79
          But note the subtle culture changes for Fascism

          No culture generated until your population is in the majority

          It is not clear whether this applies to all governements or just Fascism, but you are either stuck with 1radius boundaries for your captured cities (and a need for heavy garrisons) or you will have to starve them right down and rebuild them
          "An Outside Context Problem was the sort of thing most civilisations encountered just once, and which they tended to encounter rather in the same way a sentence encountered a full stop" - Excession

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          • #80
            Communism isn't completely useless. I've found that when you've got a fairly well developed central region, and a large newly conquered area that needs lots of development, Communism is a good way to go. It minimizes the corruption in those outlying areas better than any choice currently. Admittedly its hard to say how Fascism will stack up in that same situation, but I suspect Communism may still be a viable choice for certain situations.

            Oh and I'm pretty sure the Worker efficiency number is purely the construction rate for Worker units in doing tile improvements. It won't effect the building speed for city improvements and units.

            The one that really strikes me is Feudalism. Am I reading it right? No Maintainence cost for city improvements?!? And the inverted unit support structure is funky. It definitely makes Feudalism a small nation choice.

            I can see why volcano would be No food. One, its still a mountain. Two, its representing an Active volcano. Their nasty habit of spewing lava or launching really hot rocks a few miles or ash or the occasional burp of a giant cloud of CO2 or carbon monoxide or other noxious gases would tend to put a damper on agriculture. Oh sure, people will still do it, but average productivity isn't gonna be very high.

            As for Zeus, what's a Tourist Attraction? Is it some twist on culture or is it commerce related?

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            • #81
              Originally posted by sabrewolf
              statue of zeus: does anyone know what are the stats of an "ancient cavalry"?
              i bet it's a new unit

              there will be more to this expansion than i first thought

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              • #82
                Originally posted by Bleyn
                As for Zeus, what's a Tourist Attraction? Is it some twist on culture or is it commerce related?
                As time goes by those wonder generate commerce because they draw tourism to them

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                • #83
                  I assume 'Temple of Zeus' and 'Knights Templar' will produce for your civilization either Horsemen/Knights or whatever UU your civilisation has that replaces it

                  If this wonder ability can be tailored in the editor, how about a super-wonder producing a modern armour every turn?
                  "An Outside Context Problem was the sort of thing most civilisations encountered just once, and which they tended to encounter rather in the same way a sentence encountered a full stop" - Excession

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                  • #84
                    Every turn would be a bit powerful don't you think? Maybe every three turns.

                    And I sure hope there's a way to turn off these unit producing wonders or they'ld eventually break the bank just from maintainence costs.

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                    • #85
                      Originally posted by Bleyn
                      Every turn would be a bit powerful don't you think? Maybe every three turns.

                      And I sure hope there's a way to turn off these unit producing wonders or they'ld eventually break the bank just from maintainence costs.
                      You can always disband units converting them to shields

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                      • #86
                        I just hope Fascism dont become another version of Fundamentalism. Lets examine the traits more closely

                        Forced Labor only for improvements: Most improvements are built in your cities by this time. Besides, so what if I pop-rush a size 26 city 2-3 times anyways, I'm not goning to have much problem with happiness. It makes captured cities almost useless though, after the pop losses from the attacking process, and from capturing and starving, you are not going to have much pop to rush with, and you wont be generating any culture for while. End result: all cities will just be razed and rebuilt by human players.

                        number of free units: most all ones cities will be metropolises by now, so thats 10 units per city. Note that this is the same number Fundamentalism in Civ 2 had. This is too high. 400 free units if you have 40 cities is too much IMHO. It wont be as imbalancing as in Civ 2 due to units costing gold and not shields, but still...
                        Citizen of the Apolyton team in the ISDG
                        Currently known as Senor Rubris in the PTW DG team

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                        • #87
                          Don't forget about the "Your cities lose population points upon a change to a Fascist government". That is definitely another drawback to changing to a Fascist government.

                          And of course some of the other Governments could have changes too.....

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                          • #88
                            Originally posted by Merepatra
                            And of course some of the other Governments could have changes too.....
                            Now that's good to hear, or read, whatever.

                            So when are we going to read about, unit trading?

                            The Napoleonic Scenario sounds very cool!

                            I can't wait to get into FASCIST MODE.
                            "The Pershing Gulf War began when Satan Husane invaided Kiwi and Sandy Arabia. This was an act of premedication."
                            Read the Story ofLa Grande Nation , Sieg oder Tod and others, in the Stories Forum

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                            • #89
                              I hope they do something for Communism. Right now I only see it as a gov for religious civs who switch govs between war and peace, but don't want to loose pop from facism (you would have to be crazy to constantly switch in and out of Facism).
                              Beer is proof that God loves you and wants you to be happy - Ben Franklin

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                              • #90
                                on the tourist atraction thing,i can only think that it will be something like this:when a wonder becomes absolete or after a set amount of turns it will produce commerce.just a thought though
                                Devout Believer of the Invisible Pink unicorn

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