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  • Changes in C3C...

    I dont have C3C yet and I'm aware that all the traits have been chnaged for existing civs. What are their new traits?

    and any unit balance changes? (only one i heard about was the musketeer)
    :-p

  • #2
    Seafaring and Ag are the new traits and some civs had theirs changed. Some units were addressed.

    There are threads here to list all the data. Also a recent attempt is under way to list the changes to Civ over time from CivIII to now and the patches impacts.

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    • #3
      it would have been even better if i got a link with ur post....
      :-p

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      • #4
        If I knew them off the top of my head, I would have posted them, sorry.

        Comment


        • #5
          There's a whole heap of info here assembled from mostly before release, but most of it is accurate.

          The thread on Strategy changes between versions is here.

          This includes most of the info from the readme.

          Otherwise, you should really look at www.civ3.com
          Consul.

          Back to the ROOTS of addiction. My first missed poll!

          Comment


          • #6
            C3C changes I've compiled so far...

            CIVS
            Added seafaring trait, cheaper water-based buildings (harbors/offshore) extra trade on coastal cities, faster ships, less likely to sink
            Added agricultural, cheaper aqueducts and environmental (solar/recycling), bonus food on city tile and on irrigated desert, bonus food works in despot w/ rivers!

            Aztecs, agri not religious
            Iroquis, agri & commericial (religious/expansion)
            England, seafaring not expansionist, unique boats can 'enslave', creates free new boat when it wins
            Spain, seafaring not commericial
            Vikings, seafaring not expansionist
            Celts, agri not military
            Carthage, seafaring not commericial

            Added Sumeria, agri/science gets a 2D warrior
            Added Hittites, expan/commer gets a 2/2/2 chariot (costs more)
            Added Dutch, agri/sea gets a 1/4 pikeman (swiss merc)
            Added Portugal, sea/expan, gets a 2/2 caravel that doesn't sink in ocean (carrack)
            Added Byzantines, sci/sea, gets a 2/1 galley with bombard (can kill boats) (dromon)
            Added Inca, agri/expan, gets a 1/1/2 scout that ignores hill/mts.
            Added Mayans, agri/industrial, gets javelineer instead of archers, 2/2/1, can 'enslave', free workers..

            TECHS
            They also changed some of what techs you get initially with some civs, based on new setups.
            Ironclads a new tech (not required)
            Fascism new tech (after nationalism)
            Navigation required for map-trades
            Printing press required for communication trading
            Philosophy gives you a free tech if you get it 1st
            Satellites reveals the map

            First civ to a tech has % of a sci leader (sci civs have higher %, like military has better % of leaders there)
            These are the only way to rush a wonder now, small wonders and armies for military leaders.
            They can also give a 'golden age' like effect on science for 20 turns

            Upped the upgrade cost to 3x, instead of 2x.
            Upped wealth to 1 to 4 (not 8)/1 to 2 w/ economics

            GOVT
            Communism gives 6 units for any city/ 4 martial law
            Republic gives 1/3/4 units per city but cost 2 per overlimit
            Added Fascism. workers work 2X faster (faster than democracy) 4/7/10 units
            Anytime you take over a city with fas. the city loses pop and you cannot generate culture until you have majority there. . same as republic corruption factor (no trade bonus). When you switch YOU lose some pop in your cities too. 1/2/3 in losses
            Feualism 5/2/1 units (yes its backward), costs 3 per over the limit. you get martial law but you also get war-weariness for some reason. monarchy corruption.

            BUILDINGS/WONDERS
            Barracks puts little sword icon up when you have one
            most 'Building' based wonders generate trade after they age (tourists)
            Great Wall gives walls in all cities
            Shakespeare gives a 'hospital' in the city its built in.
            Military academy gives a 1/6 bonus A/D to all armies
            Armies are much improved, 1/6 bonus A/D, plus an extra movement to min unit in army.
            Added Temple of Artemis, (polytheism) gives a free temple until education costs 500 (more than newton)
            Added Statue of Zeus, (math and ivory) gives a free cav 3/2/2 unit every 5 turns for free, only way to get these (cost 200) ends at metallurgy
            Added Mausoleum, like a free cathedral in the city, cost 200, never expires (philosophy)
            Added Knights Templar, (chivalry), gives a free crusader (5/3/1) every 5 turns. expires at steam power (300)
            SPHQ, communist only sm. wonder. 3rd palace for corruption effects. (200)
            Significant corruption changes, reworked how FP works. Final changes when patched at Feb end (wait for alexman to study it probably)

            TERRAIN
            Added tile resources (like wheat)
            Sugar, 1f/1t (plains/hills)
            Fruit, 1f/1t (jungle)
            Oasis, 2f (desert)
            Tobacco, 1t (grassland/hills)
            Added marsh terrain. Can't build cities on it until you drain, becomes ocean if 'pollution effects' -- drain into grassland.
            acts like jungle (no wheeled units and causes disease) has oil, fish, game, rubber on it. (fish on land is funny looking!)
            you can build roads and outposts on it, but nothing else.
            Added volcanoes. 3 sheilds. Cannot build anything on it. chance of eruptions which can level your city next to it and throw pollution all over the place by it.

            UNITS
            Marines 12/6 120 , upped amphib attack too (+25%?)
            Added modern paras, get w/ modern armor. 6/11 110 drop from 8
            Archer/musket type units have a zero range bombard, so when you attack a stack, they act like defending artillery and pot shot your assault. Also TOW and Guerilla
            Certain artillery can crater the land (lowers tile production) once no improvements remain.
            Increased most naval units movement starting with Frigates. destroyers are 8 now, subs 4, etc
            Ironclads, 5/6/3 6/1/2 bombard
            Transports 2D , carry 6 now, AI escorts better.
            Carrier 8D, same thing about escorting, AA of 1
            Subs get a selective attack on boats (stealth attacks)
            Destroyers get sonar AA 1
            BB - AA 2
            AEGIS AA of 3, 15/10/7 now
            Bombard code reworked so units get higher priority, port navies and air units on ground get highest.
            Fighters can kill boats, lowered bombard (3), rng of 6
            Bombers can kill boats and units. rng of 10
            Helos can carry 3, cost 100
            Jets rng of 9, kill boats, low bombard (3)
            Stealth fighter, kill all, stealth attack, now 8/6/12 instead of 0/0/8. lowered bombard
            Stlh. Bomber, stealth attack 18 bombard, range of 16 now, kill all. D of 5
            Army costs 400 now
            Jags cost 15
            Musketeer 2/5 now
            Cossacks can blitz but cost more
            F-15 can kill anything and gets to pick the targets
            Privateers have defensive bombard, and enslave free privateers when they win
            Hwacha got the lethal kill like they were supposed to, bombard same as cannon.
            Added trebuchet 6 bombard (engineering) 30
            Added Cruiser 15/10/6 (combustion) 160, 7/1/2, 1 AA
            Crusaders can make forts too.
            Added Curragh, (alphabet), boat unit, 1/1/2. (15), not transport
            Paratroopers 4/9, drop 6 (90)
            Added TOW Infantry 12/14/1 (120) 6/0/1 bombard w/rocketry
            Added Flak 1/6/1 AA 2 (70) flight
            Added SAMs 1/6/2 AA 4 (100) rocketry

            Chopping Forest is faster, mines take longer.
            You can add to a fort barricades, which stop enemy units moving through the square, and give 100% d bonus to any unit in the fort. Think of it as a minefield for your bunker or a moat for your castle?

            Added for scenario building flavors. These affects the type of things a civ likes and works (in tests so far) with techs ok, not so good with buildings or units.

            Victory screen added, tracks victory conditions, like score, % of pop/land, etc.
            Added 2 difficulty, demigod is tweener for deity and emperor. Sid is like godmode for the AI.

            No city view artwork at present.
            Last edited by swat-spas2; January 23, 2004, 14:19.
            Every man should have a college education in order to show him how little the thing is really worth.

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            • #7
              Nice list.

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              • #8
                Thanks swat-spas2 Nice work.
                Lots of good info.

                One minor correction: TOW Infantry available w/ Rocketry

                Steven
                "...Every Right implies a certain Responsibility; Every Opportunity, an Obligation; Every Possession, a Duty." --J.D. Rockerfeller, Jr.

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                • #9
                  right right, i fixed it. Units i did mostly off the top of my head at the time.. for some reason i thought you got them with mechs. doh.

                  There is also the noted, but undocumented, nerf to industrious trait. Its now only 50%, not 100% for workers.
                  Didn't they semi-nerf religious too?
                  Not really sure why, considering how powerful both new attributes are.. but thats just me.
                  Last edited by swat-spas2; January 23, 2004, 14:36.
                  Every man should have a college education in order to show him how little the thing is really worth.

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                  • #10
                    wow... nice. thanks.

                    I might get C3C sooner than i planned because of so much positive changes.
                    :-p

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                    • #11
                      Here's a unit summary spreadsheet I made:

                      The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                      Duas uncias in puncta mortalis est.

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                      • #12
                        Oh I remember....

                        Any changes to be made to that spreadsheet with this info, Theseus? I can't view it where I am.
                        Consul.

                        Back to the ROOTS of addiction. My first missed poll!

                        Comment


                        • #13
                          What info, MWIA?
                          The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

                          Duas uncias in puncta mortalis est.

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                          • #14
                            >>Didn't they semi-nerf religious too? <<

                            It's two full turns of anarchy now.

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                            • #15
                              Thats what I thought. That sucks.
                              Every man should have a college education in order to show him how little the thing is really worth.

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