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Old March 11, 2004, 04:11   #1
BigFurryMonster
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Differences PTW -- C3C
I'm not very experienced with C3C yet.

Can someone please sum up the game design differences between PWT and C3C ?
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Old March 11, 2004, 04:55   #2
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What's Different between C3C and C3 PTW ? (Epic Game)

1. New Tribes
Byzantines, Hittites, Incans, Mayans, Netherland, Portugal, Sumeria

2. New Civilisation Tupes
Seafaring - Typically the start location is near the coast. Cities built on coast receive a bonus commerce in the base city square. Seafaring Civs have less of a chance of sinking out at sea prior to researching Astronomy. Cheaper waterbased city improvement include Coastal Fortress, Harbor, Offshore Platform and Commercial Docks. Ships move faster and have a reduced chance of sinking in the sea or ocean.
Agriculture - Base city squares produce 1 additional food. Irrigated deserts produce extra food. Cheaper city improvement costs on Aqueducts, Recycling Plant and Solar Plants.
Some changes were made to the Civilisation types, eg England to Seafaring, Commercial etc.

3. New Govt Types
Fascism - appeal to strong feelings of national identity and the promise of a glorious future. Nations ruled with this form of government view themselves as entitled to anything they can take from weaker civilisation so war weariness is not an issue and nationalist fervor for public works mean that your Workers do their jobs faster. However the brutal methods and suspicious attitude towards business and enterprise mean they must force labor to rush improvements.
Feudalism - you are dependent on the vassals for support and bound to respect their wishes. Corruption is lessened due to a decentralised administration system, but your vassals are wary of continued warfare so war weariness can be a slight problem to public happiness. Production problem associated with despotism are avoided. Maintenance costs for units is increased but city improvement have no maintenance costs.

4. Tech Tree Changes
General - Incan Chasqui Scots, Sumerian Enkidu Warrior available from start. Scientific Great Leaders (SGL) now spawn when techs are researched.
Ancient Times - Mayan Javelin Thrower available with Warrior Code. Worker build outpost is available with Masonry. Curragh is available with alphabet. Hittite 3-men Chariot is avilable with the Wheel. Status of Zeus is available with Maths. Byzantine Dromon is available with MM. Mausoleum of Mausollos is available with Philosophy. Worker built Barricade is available with Construction. Temple of Artemis is available with Polytheism.
Middle Ages - Feudalism Govt type is available with Feudalism. Knights Templar is available with Chivalry. Trebuchet is available with Engineering. Dutch Swiss Mercenary is available with Feudalism. Portugese Carrack & Explorers are available with Astronomy. Trading World maps now requires Navigation. Communication trading now requires Printing Press.

5. New Wonders
Status of Zeus - provides an Ancient Calvary unit every 5 turns for free and is available with Maths. Requires Ivory and is rendered obsolete by Metallurgy. Wonder can become a tourist attraction.
Temple of Artemis - available with Polytheism and gives the player 4 Culture points and adds a temple to every city on the continent. Rendered obsolete by Education, can become tourist attraction.
Mausoleum of Mausollos - available with Philosophy and gives 2 Culture points and 3 happy faces in the city built. Can become tourist attraction.
Knights Templar - produces a free Crusader unit every 5 turns. Provides 2 Culture points. Available with Chivalry and rendered obsolete by Steam Power.
Secret Police HQ (small wonder) - acts as a second Forbidden Palace. Only in effect when you are using Communism as government type.
Note : Great wonders can become Tourist attractions, which generate additional commerce for the city in which they are produced, unit the wonders are at least 1000 years old.

6. New City Improvements
In addition to Entertainer, Tax Collector & Scientist, the player can gain access to Civil Engineers and Policemen city specialist. Civil Engineers are available with Replaceable Parts and they provide production bonuses to the creation of buildings only. Policemen available with Nationalism and they provide a reduction in Corruption.

7. New Units
Scientific Great Leaders (SGL) - can be awarded when you have shown your skills at competing in the tech race. Anytime you are first to research a tech, the opportunity for receiving a Scientific Great Leader is increased. You can use them to boost science in a city for 20 turns or to hurry city production.
Ancient Cavalry 3,2,2 - created by Status of Zeus.
Crusader 5,3,1 - created by Knights Templar.
Curragh 0,1,2 - built by coastal city after discovery of Alphabet.
Trebuchet 6,1,1 - upgraded version of Catapult that picks quite a punch when used effectively. Available with Engineering, can be upgraded to Cannon.
Carrack (Portugese) 2,2,3 - receive a boost to attack strength and do not sink during Ocean voyages
Chasqui Scout (Incas) 1,1,2 - no movement penalties when trekking across hills and mountains and have the ability to attack and defend.
Dromon (Byzantines) 2,1,3 - replaces the Galley. Their use of Greek fire gives Dromon a small offensive advantage over the Galleys.
Enkidu Warrior (Sumerians) 1,2,1 - replaces the Warrior. Has extra hit point.
3 men Chariot (Hittites) 2,2,2 - replaces Chariot. Slightly more expensive, but receives a boost in both attack & defense.
Javelin Thrower (Mayans) 2,2,1 - replaces the Archer. When victorious in battle, there is a chance that the Javelin Thrower will enslave the defeated unit and creates a Worker.
Swiss Mercenary (Dutch) 1,4,1 - replaces the Pikemen. Ultimate solution for Middle Age city defense.
Note : Enslavement gives you the ability to capture a defeated unit and convert it into a Worker or other unit. The Mayan Javelin Thrower. English Man-of-War and Privateer all have this ability.
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Old March 11, 2004, 04:58   #3
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That's exactly what I was looking for! Thanks a lot!

Do we have more info on this one:

Quote:
Originally posted by rush
Scientific Great Leaders (SGL) now spawn when techs are researched.
Are there prerequisites? Can we increase the chances of SGLs happening?
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Old March 11, 2004, 05:01   #4
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Probably the biggest difference is that the FP is not nearly as effective as before. The city itself is pretty good, but it has less effect on surounding ones.

Corruption in general is more severe, making our choice of a commercial civ a fairly good idea (we might want to consider commercial in round two when we make it).

The industrial trait was weakened by making either all workers or maybe just slaves slower. Not sure on this, but the trait has been weakened.

Agricultural trait gives a bonus food to the actual city square if its on a river. In our current game, the Maya and the Summerians have this trait. We don't so it doesn't effect us.

Seafaring gives all navel vessals +1 movement and cheaper harbors (I think). Only the Viking have this trait in our game. Makes the Bezerker that much more dangerous as the can come quicker.

The Curragh is a new navel unit. No transport ability and only moves two, cost 15 shields. Very useful in SP to gain early contacts with other teams. Oh, that reminds me, contacts can't be traded until Printing Press (which I don't think we will make it to) and maps can't be traded until Navigation (again, I don't think that we will make it there). Makes exploring MUCH more valuable. I know there is more, but this is enough to start...
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Old March 11, 2004, 05:30   #5
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Quote:
Originally posted by BigFurryMonster

Are there prerequisites? Can we increase the chances of SGLs happening?
chances of SGL higher for Scientific civilisations. can't recall the odds though.

prerequisities - you have to be the first to research the tech.

It's not unusual to go through a game being the technology leader all the way and yet don't get a SGL.
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Old March 11, 2004, 05:34   #6
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Just found the thread in the Strategy Forum.
The odds is 3% for nonscientific and 5% for scientific.

See thread below.
http://apolyton.net/forums/showthrea...25#post2774525
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Old March 11, 2004, 05:45   #7
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Industrious Workers are now 1.5 times the speed of a Non-industrious worker. Also, a slave is a standard speed of 1/2 Non-Industrious, no matter if you are an Industrious Civ or not. BUT, the slaves do NOT get slowed down by Anarchy like your normal workers do.

Another important thing about workers, is the time to chop down a forrest. For more details as to actual times for any task (that we might have to deal with for some time), see my worker timing chart in the MoI thread.

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Old March 11, 2004, 20:20   #8
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Forest Chop: 4 turns
Forest Chop (Industrious): 3 turns
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Old March 12, 2004, 01:16   #9
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Quote:
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Forest Chop: 4 turns
Forest Chop (Industrious): 3 turns
This is one of my favorite changes. Early granaries aided by a forest chop are much much easier to pull off.
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