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Old October 27, 2001, 19:55   #91
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Forgot about that one, thanks
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Old October 27, 2001, 20:18   #92
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Here's the unit list. I'll put in the caveat one more time that these stats may have changed between printing of the Strategy Guide and the final game. In fact, I know they have.

Ground Units
Archer: 2/1/1
Artillery: 0/0/1 12/2/3
Cannon: 0/0/1 8/1/2
Catapult: 0/0/1 4/1/1
Cavalry: 6/3/3
Chariot: 1/1/2
Explorer: 1/1/2
Horseman: 2/1/2
Infantry: 8/12/2
Knight: 4/3/2
Longbowman: 4/1/1
Marine: 10/8/1
Mech Infantry: 12/20/3
Modern Armor: 24/16/3
Musketman: 2/4/1
Paratrooper: 8/10/1
Pikeman: 1/3/1
Radar Artillery: 0/0/1 16/2/4
Rifleman: 4/6/1
Settler: 0/0/1
Spearman: 1/2/1
Swordsman: 3/2/1
Tank: 16/10/2
Warrior: 1/1/1
Worker: 0/0/1

Naval Units
AEGIS Cruiser: 12/12/6 4/2/4
Battleship: 24/20/4 8/2/4
Caravel: 1/2/3(4)
Carrier: 1/8/4(4*)
Destroyer: 16/12/6 6/1/3
Frigate: 2/2/4 2/1/2
Galleon: 1/2/4(6)
Trireme: 1/1/3(2)
Ironclad: 4/4/3 4/1/2
Nuclear Submarine: 6/4/3(1**)
Privateer: 1/1/3
Submarine: 6/4/3
Transport: 1/4/4(8)

Air Units
Bomber: 0/2/0 8/0(6)/3
Cruise Missile: 0/0/1 20/4/6
Fighter: 4/4/0 2/0(4)/2
Helicopter: 0/4/0(2) 0/0(4)/0
ICBM: 0/0/1
Jet Fighter: 8/8/0 2/0(6)/1
Stealth Bomber: 0/2/0 8/0(8)/4
Stealth Fighter: 0/4/0 2/0(6)/2
Tactical Nuke: 0/0/1

Civ-Specifis Units
Bowman: 2/1/2 (Babylonians)
Cossack: 6/4/3 (Russians)
F-15: 10/8/0 2/0(6)/1 (Americans)
Hoplite: 1/3/1 (Greeks)
Immortals: 4/2/1 (Persians)
Impi: 1/2/2 (Zulus)
Jaguar Warrior: 1/1/2 (Aztecs)
Legionary: 3/3/1 (Romans)
Man-o-War: 3/2/4 2/1/2 (English)
Mounted Warrior: 3/1/2 (Iroquois)
Musketeer: 3/4/1 (French)
Panzer: 16/10/3 (German)
Rider: 4/4/3 (Chinese)
Samurai: 4/4/2 (Japanese)
Scout: 0/0/2 (Expansionist Civs)
War Chariot: 2/1/2 (Egyptians)
War Elephant: 4/3/2 (Indians)
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Old October 27, 2001, 20:23   #93
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I know the stats for some of the units are a bit off, but I've got a few combat related questions that might settle some disagreements in another thread.

Does the guide explain exactly how combat works, what the mechanics of it are? Or does it leave that out as something covered adequately enough by the manual.

Specific questions that would be nice to have answers to include:
Does it give the exact formulas for combat?
If so, is it one formula for attacker and defender, or seperate ones for each?
Are the hitpoints sub-divided like in Civ2 or not?
Any specific details on how bombardment works.

I figure its worth asking, since the mechanics should not have changed in quite some time, that would be one of the first things about combat that would have been locked in stone.

Anything that the strategy guide includes on those sort of details, and you feel up to sharing would be greatly appreciated.
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Old October 27, 2001, 20:28   #94
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For the resourse stats what are the adavantages of food/resources/commerce? Does it say anything about resourses running out?
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Old October 27, 2001, 20:31   #95
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Quote:
Originally posted by manofthehour
For the resourse stats what are the adavantages of food/resources/commerce? Does it say anything about resourses running out?
Those are added to the regular stats of each terrain tile that the resource is on. It has already been stated that resources can be depleted, this is a random event. Oil and uranium deplete the most often out of all the resources.
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Old October 27, 2001, 20:41   #96
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What use is Coal?
From your list, it looks like Coal is mostly useless. It's needed for Ironclads, Ironworks, and Coal plants. That doesn't sound right. Coal was used to make steel, including Battleships, Destroyers, and Tanks, and to power early factores and railroads.

I didn't realise that the scout was Civ Specific. Can I build another one, or is that all I get?
A 0-0-2 is nice... It doesn't die, it just get captured - so you can send your military to smash the barbarians to rescue him. And he's a 0/0 unit, so it can move though other civ's territory, right?
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Old October 27, 2001, 20:41   #97
Andrew1999
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Quote:
Originally posted by Bleyn
I know the stats for some of the units are a bit off, but I've got a few combat related questions that might settle some disagreements in another thread.

Does the guide explain exactly how combat works, what the mechanics of it are? Or does it leave that out as something covered adequately enough by the manual.

Specific questions that would be nice to have answers to include:
Does it give the exact formulas for combat?
If so, is it one formula for attacker and defender, or seperate ones for each?
Are the hitpoints sub-divided like in Civ2 or not?
Any specific details on how bombardment works.

I figure its worth asking, since the mechanics should not have changed in quite some time, that would be one of the first things about combat that would have been locked in stone.

Anything that the strategy guide includes on those sort of details, and you feel up to sharing would be greatly appreciated.
The standard combat formula is more or less the same as it's always been.

(attacker strength)/(attacker strength + defender strength) = chance of attacker winning

The defender strength is modifed by fortification, terrain, and improvements. The winner of each round does one point of damage to the loser. Conscripts have 2 hp, regular units 3 hp, veterans 4 hp, elite units 5 hp. Fast units (more than 2 movement) will retreat when they are down to 1 hp unless they are fighting another fast unit.

Bombardment isn't explained very well here. When you fire at an opposing square, the bombardment randomly damages units, improvements, fortresses, population, etc.--whatever's in the square (unless you have smart weapons on your Stealth Fighters and Bombers and you can pick your target.)
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Old October 27, 2001, 20:42   #98
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Quote:
Originally posted by Andrew1999
Here's the unit list.
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Old October 27, 2001, 20:49   #99
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Re: What use is Coal?
Quote:
Originally posted by Xmudder
From your list, it looks like Coal is mostly useless. It's needed for Ironclads, Ironworks, and Coal plants. That doesn't sound right. Coal was used to make steel, including Battleships, Destroyers, and Tanks, and to power early factores and railroads.
You're right, it does look pretty weak when you look at it that way. Well, that's what the rule editor is for.

Quote:
I didn't realise that the scout was Civ Specific. Can I build another one, or is that all I get?
A 0-0-2 is nice... It doesn't die, it just get captured - so you can send your military to smash the barbarians to rescue him. And he's a 0/0 unit, so it can move though other civ's territory, right?
Expansionist civs can buld more scouts if they like. I don't think 0 strength units can go wherever they want in Civ 3. Diplomats and caravans are gone and that's who the rule was meant to benefit. Otherwise all the bombardment units could go wherever they wanted!
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Old October 27, 2001, 20:54   #100
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coal is indeed needed
I read somewhere that coal is required for railroads. But I could be wrong.
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Old October 27, 2001, 21:00   #101
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Re: coal is indeed needed
Quote:
Originally posted by Barshy
I read somewhere that coal is required for railroads. But I could be wrong.
This guide is terrible on worker abilities. It goes into detail about irrigation, mining, and roadbuilding, but almost nothing about other activities. I found out that workers could plant forests by reading about it in the the Engineering technology description (well I already knew, but that's the only place it's mentioned.) In the Editor you can change what resource is required for terrain improvements, so requiring Coal and/or Iron for railroads makes sense.

By the way, Replaceable Parts doubles the speed your Workers work at.
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Old October 27, 2001, 21:01   #102
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whys there no mention in your unit list of a standard nuclear weapon?

how do you make art?
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Old October 27, 2001, 21:10   #103
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What's with all the slow speeds of the ships? AEGIS Battleships and Carriers with the same movement points as the galleon and frigate? When did sail-powered ships become as fast as gas turbine and nuclear powered vessels?

What are the naval benefiting Wonders? Do any of them increase movement points?
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Old October 27, 2001, 21:14   #104
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Quote:
Originally posted by SerapisIV
What are the naval benefiting Wonders? Do any of them increase movement points?
The Great Lighthouse (expires with Magnetism) and Magellan's Voyage add one movment to your naval units. Harbors produce veteran naval units in addition to producing more food from water squares and allowing trade.

From Friday's screenshot it looks like Battleships are up to 6 movement now instead of 4. Guess Firaxis agreed with you.
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Old October 27, 2001, 21:40   #105
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Quote:
"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."
So what happens the other 50% of the time when they don't kill every unit? DO they do nothing?
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Old October 27, 2001, 21:50   #106
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I'd like to know more about nukes in civ3. Specifically, what happens when an ICBM hits a city? Does it completely destroy the city like in SMAC, or just destroy a % of city improvements and reduce pop? I hope nukes are more powerful in civ3 than in civ2!

Also, what are the differences between the tactical nuke and the ICBM? Do they do different amounts of damage?

Thanks in advance.
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Old October 27, 2001, 21:53   #107
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Quote:
Originally posted by manofthehour


So what happens the other 50% of the time when they don't kill every unit? DO they do nothing?
I'd have to assume they used bad grammar, and each unit has a 50% chance to be annihilated.
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Old October 27, 2001, 22:02   #108
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Quote:
I'd have to assume they used bad grammar, and each unit has a 50% chance to be annihilated.
That makes much more sense.

Thanks for sharing what you know with us Andrew.
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Old October 27, 2001, 22:03   #109
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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.
Remember andrew wrote that there is a great wonder Manhattan Project AND small wonder that ALLOWS space ship contruction.

So doesn't that mean that before a civ can contruct their space they have to build their own Apollo Program.

What is the role of the Manhattan Project? Does it mean that noone can't construct their Apollo Program before Manhattan Project is build by someone? Or how is it?
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Old October 27, 2001, 22:07   #110
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Manhattan Project is for nukes, not space. I seem to remember hearing that the Manhattan Project was a small wonder somewhere.
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Old October 27, 2001, 22:12   #111
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Quote:
Originally posted by ixnay37
Manhattan Project is for nukes, not space. I seem to remember hearing that the Manhattan Project was a small wonder somewhere.
Doh! My mistake. I really should be sleeping by now because it's over 4 am here. BUT HOW CAN I WHEN HERE'S SO MUCH INFO!
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Old October 27, 2001, 22:32   #112
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Thanks a lot for the Info Andrew. A question to All: Anyone find the mech infantry a bit over powerd!? 30 defence? It can just sit in grassland not even fortified and stop Modern armor dead? In a large city its 60 defence? jeez... Ive heard no mention of fortifying yet, is it still around?

Also Riflemen seem pretty weak.... after the debaits Ive come to accept musket men 3/3 but 4/6 for riflemen? I dont know about you guys but Id rather be attacked by knights then men with repeating rifles, should be 6/6. Then again, maybe guids out of date.
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Old October 27, 2001, 22:35   #113
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little edit.... mech inf are 20, could have sworn I had seen 30 before. 20 is more reasonable. Still, thats 40 in a city, pretty rough stuff... hope you brought some radar arty/stealth bombers to crack that.
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Old October 27, 2001, 22:44   #114
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Quote:
Originally posted by VetteroX
Also Riflemen seem pretty weak.... after the debaits Ive come to accept musket men 3/3 but 4/6 for riflemen? I dont know about you guys but Id rather be attacked by knights then men with repeating rifles, should be 6/6. Then again, maybe guids out of date.
The image for the Rifleman is a guy in American Civil War uniform, so these would be muzzle-loading rifles. The Infantry unit is a guy in WWI gear and he's MUCH more powerful at 8/12.
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Old October 27, 2001, 23:02   #115
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Andrew- Is there any mention of Tile improvements on water terrain? Also could you give us a list of all the terrain and the bonuses? Thanks, this is AWESOME!
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Old October 27, 2001, 23:16   #116
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Infantry in cities are historically tough to dig out. Remember Stalingrad?

Also, any tank foolish enough to waddle down city streets is grille meat. . .

BTW, Andrew great info and great work

What about city improvements? What are they and what are their specific functions?
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Old October 27, 2001, 23:24   #117
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Water improvement is done like in Civ 2: Cities with harbors produce +1 food per water square and cities with offshore platforms produce +1 shield per ocean square.

Coast: 1/0/2
Desert: 0/1/0
Floodplain: 3/0/0
Forest: 1/2/0, 2 MP, +25% defense
Grassland: 2/0/0 or 2/1/0
Hills: 1/1/0, 2 MP, +50% defense
Jungle: 1/0/0, 3 MP, +25% defense
Mountains: 0/1/0, 3 MP, +100% defense
Ocean: 1/0/0
Plains 1/1/0
Sea: 1/0/1
Tundra: 1/0/0

Desert, Floodplain, Grassland and Plains can be irrigated for +1 food.
Desert, Grassland, Plains and Tundra can be mined for +1 shield.
Hills and Mountains can be mined for +2 shields.
All land types can have roads for +1 commerce (and movement bonus.)
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Old October 27, 2001, 23:27   #118
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Andrew, how are holding up? You don't really require sleep, do you?

Three more questions:

1) How does blocade work?

2) How do borders function?

3) What are the eras, and what do you require to advance to each one?


Thanks
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Old October 27, 2001, 23:33   #119
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I would also love to know the details of blockades. What exactly constitutes a blockade? Do you have to have ships forming a solid line completely blocking the city, or just one ship. And does the ship have to be right next to the city, or can it be more than 1 square away?

Leonidas, I think the eras have been pretty well defined. Check out this tech tree link from civfanatics:

tech tree
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Old October 27, 2001, 23:34   #120
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One more question, this time regarding the terrain types. I've read that forest is not necessarily it's own terrain type anymore, but can also appear on other terrain types (like forested mountains or forested hills). Is there any mention of this, and if so, how does it affect resources?
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