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Old October 27, 2001, 16:53   #61
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Good news on the city wall front. That's a lot more realisitic. Thanks for that Andrew
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Old October 27, 2001, 16:54   #62
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Quote:
Originally posted by Lorizael


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?
This just says walls have no effect in cities larger than 6. I assume because the city has grown beyound what you can reasonably put a wall around.

And walls don't generate culture. I guess graffiti doesn't count as art...
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Old October 27, 2001, 16:55   #63
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You da bomb Andrew!!

Can you tell me about the governments? Like what is the differences between them? If not can you just tell me whether end game civs can still use, say, monarchy, and still keep up with Demos/Commies/Reps?
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Old October 27, 2001, 16:58   #64
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Andrew is there any mention of airbases in Civ3, does it explicitely say there are no airbases? I'm assuming there are no airbases, but there has not been concrete confirmation that they are not in the game yet.
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Old October 27, 2001, 17:02   #65
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Quote:
Originally posted by lockstep
You´re the man, Andrew!

BTW, how do the UN council and UN victory work exactly?
Once the UN is built, there are periodic elections for the world leader (it doesn't say how often.) The candidates are:
The UN builder
Anyone with 25% of the world's territory (I assume just land)
Anyone with 25% of the world's population

There are always at least 2 candidates--the civilization with the next largest population is used if there would only be one candidate.

All it says about the actual election is:
"When the election takes place, you must win the majority of votes from other civilizations."

This makes it sould like all (surviving) civs get one vote, regardless of size.
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Old October 27, 2001, 17:03   #66
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Quote:
Originally posted by Andrew1999


This just says walls have no effect in cities larger than 6. I assume because the city has grown beyound what you can reasonably put a wall around.
That sounds reasonable... I mean New York is one of the most important cities in the wolrd... but you couldn't really fit walls around it. Does it give descriptions for wonders?

Quote:
And walls don't generate culture. I guess graffiti doesn't count as art...


But for a militaristic civ a city wall does increase their culture... or at least it should. Oh right I shouldn't get off on my rant about Civ trait-specific cultural buildings and predetermined civ traits...
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Old October 27, 2001, 17:08   #67
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Quote:
Originally posted by SerapisIV
Andrew is there any mention of airbases in Civ3, does it explicitely say there are no airbases? I'm assuming there are no airbases, but there has not been concrete confirmation that they are not in the game yet.
It doesn't look like there are airbases in the game--everything I've seen implies that you're stuck with cities and Carriers.
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Old October 27, 2001, 17:21   #68
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Quote:
Originally posted by splangy
You da bomb Andrew!!

Can you tell me about the governments? Like what is the differences between them? If not can you just tell me whether end game civs can still use, say, monarchy, and still keep up with Demos/Commies/Reps?
A lot of it looks like civ 2 (except no Fundamentalism). Despotism and communism sacrificie people to rush construction; monarchy, republic and democracy pay gold. Republic and democracy can draft 1 citizen per city, despotism and monarchy can draft 2, and communism can draft 3.

Republics and democracies now have "war weariness" instead of individual units causing unhappiness in their home cities. You get war weariness unhappiness if your units are in enemy territory for a long time (it sounds like you can run around in neutral territory and the high seas as much as you want.) Its worse in Democracy than in Republic but I don't have any specific numbers.
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Old October 27, 2001, 17:22   #69
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What are the colors of each civ? And what do some of the small wonders like iron works do?
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Old October 27, 2001, 17:22   #70
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Can you give the stats of the German, French, English and the American UU?
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Old October 27, 2001, 17:25   #71
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Re: Strategy guide
Quote:
Originally posted by wesley32
What exectly do nukes do to cities?

Is there MAD?
Doesn't look like there's any big changes except that ICBMs can attack anywhere on the map.
"ICBMs have a 50% chance of killing every unit in their target square and 8 surrounding squares immediately, and cause a reduction in city population if a city is targeted."
They also cause a big increase in global warming.
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Old October 27, 2001, 17:32   #72
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Quote:
Originally posted by kolpo
Can you give the stats of the German, French, English and the American UU?
German Panzer: 16/10/3
An extra movement point beyound the regular Tank

French Musketeer: 3/4/1
Better attack than the Musketman

English Man o' War 3/2/3
Better attack than the Frigate

American F-15 10/8/0 2/0(6)/1
Better attack than the Jet fighter

Some of this may be out of date--they were tweaking units right up to the last minute.
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Old October 27, 2001, 17:37   #73
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Quote:
Originally posted by Akron
What are the colors of each civ? And what do some of the small wonders like iron works do?
Sorry, the book's in black and white.

The Small Wonders:
Apollo Program: Allows spaceship construction
Battlefield Medicine: Allows units to heal in enemy territory
Forbidden Palace: Provides benefits of a palace in the city where it's built
Heroic Epic: Better chance of elite units changing into leaders(default is 1 in 16 chance when an elite unit wins, lowers it to 1 in 12)
Intelligence Agency: Allows espionage missions
Iron Works: +100% production in that city
Military Academy: Allows construction of armies without leaders in that city
Pentagon: Armies can have 4 units instead of 3
SDI: 75% chance of intercepting ICBMs
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Old October 27, 2001, 17:37   #74
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I saw someone ask this in another thread and figured you may know the answer:

Does the UN serve any other function than the diplomatic victory, like in SMAC?

Hmmm, now for a question I didn't steal from someone....

Ah crap, I can't think of one, so if you'd answer that one, it'd be good enough
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Old October 27, 2001, 17:39   #75
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The following units cannot enter Jungle or Mountains without a road:
Artillery
Cannon
Catapult
Modern Armor
Panzer
Radar Artillery
Tank
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Old October 27, 2001, 17:41   #76
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Quote:
Originally posted by JamesJKirk
I saw someone ask this in another thread and figured you may know the answer:

Does the UN serve any other function than the diplomatic victory, like in SMAC?

Hmmm, now for a question I didn't steal from someone....

Ah crap, I can't think of one, so if you'd answer that one, it'd be good enough
The UN is only good for enabling Diplomatic Victory (and also producing culture like all Wonders). I suppose you might treat it like the Manhattan Project and just skip it if you don't want to go down that road.
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Old October 27, 2001, 17:48   #77
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So the Manhattan Project works as it did in Civ2, where as soon as it is built, all civs gain the ability to make nukes?

That's a damn shame. It should be a small wonder, and every civ should have to build it. I sincerely hope this can be changed via the editor. I always hated that.
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Old October 27, 2001, 17:54   #78
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Quote:
Originally posted by ajbera
So the Manhattan Project works as it did in Civ2, where as soon as it is built, all civs gain the ability to make nukes?

That's a damn shame. It should be a small wonder, and every civ should have to build it. I sincerely hope this can be changed via the editor. I always hated that.
This book says it's the same as before. I thought I saw someone say they changed its function to be a Small Wonder at the last minute, but that could just be wishful thinking. For what it's worth I agree with you.
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Old October 27, 2001, 17:58   #79
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Thanks
Thanks for all of the info Andrew!
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Old October 27, 2001, 18:02   #80
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Are there still partisans in the game? Do they cost resources, and do they appear outside the city when you capture an enemy city in the modern age?

And thanks for all the info so far!
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Old October 27, 2001, 18:13   #81
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Quote:
Originally posted by Akron
Are there still partisans in the game? Do they cost resources, and do they appear outside the city when you capture an enemy city in the modern age?

And thanks for all the info so far!
Looks like partisans are gone. This is made up for by the resistance of the citizens themselves. Once you capture an enemy city, the citizens don't produce anything until they're won over by your Culture (as compared to their original Culture). You also have to keep some military units in the city to keep it from rejoining its original civ (it doesn't say how big the occupation force needs to be, but it sounds like a large, culturally advanced city could tie up quite a few units.)

You're all welcome.
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Old October 27, 2001, 18:16   #82
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How bout that Great Wonder called "Great Canal" or something where when you build it, you can build a canal between two oceans? No mention of that?
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Old October 27, 2001, 18:24   #83
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Quote:
Originally posted by Lawrence of Arabia
How bout that Great Wonder called "Great Canal" or something where when you build it, you can build a canal between two oceans? No mention of that?
Nope, no sign. There is one other small wonder I missed (it was left off the big reference list.) Wall Street gives you 5% interest on your treasury each turn (max $50).
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Old October 27, 2001, 19:04   #84
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Can you post government effects on production, happiness, unit support, corruption, military police, ...
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Old October 27, 2001, 19:15   #85
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What is the sum of the cost of all the spaceship parts? I read that it was similar to building 10 wonders, so I'm just wondering how much production it will take this time around.
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Old October 27, 2001, 19:22   #86
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Thank you for all the info. You have been given due credit on the News Item .
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Old October 27, 2001, 19:23   #87
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Quote:
Originally posted by Akron
What is the sum of the cost of all the spaceship parts? I read that it was similar to building 10 wonders, so I'm just wondering how much production it will take this time around.
There are 10 components, and you need one of each:
Cockpit: 160
Docking Bay: 160
Engine: 320
Fuel Cells: 160
Exterior Casing: 320
Life Support: 320
Planetary Party Lounge: 160
Stasis Chamber: 320
Storage/Supply: 160
Thrusters: 160

Total Cost: 2240

Cure for Cancer (the most expensive wonder) costs 800 to build.
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Old October 27, 2001, 19:42   #88
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Quote:
Originally posted by Andrew1999


The guide seems to imply that you can only modify the existing techs, units, buildings, etc. but I'm not sure that's right. Remember this guide was printed a little while ago, and we've seen things change recently like the Civ attributes. Anyway, you can edit the era of a tech, its prerequisites, whether it's required for that era (and some more flags it doesn't go into detail on.) You can also edit a lot of the little things, like the names of the eras.
You can change, but you can't add. The modders nightmare begins
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Old October 27, 2001, 19:43   #89
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Quote:
Originally posted by Andrew1999
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
What cultures are there and who's in them? Are there 5-6 different, or perhaps just 3? Any more details on how this work?
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Old October 27, 2001, 19:53   #90
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Quote:
Originally posted by Wille
What cultures are there and who's in them? Are there 5-6 different, or perhaps just 3? Any more details on how this work?
Look at http://www.civ3.com/devupdate_civspecific.cfm. The colours in the table represent the five cultural groups.
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