Thread Tools
Old October 27, 2001, 03:30   #1
Sarxis
Rise of Nations MultiplayerAlpha Centauri PBEMCivilization III MultiplayerCivilization III PBEMCTP2 Source Code ProjectCall to Power II MultiplayerCall to Power MultiplayerCivilization IV: MultiplayerCivilization IV CreatorsGalCiv Apolyton Empire
Emperor
 
Sarxis's Avatar
 
Local Time: 11:16
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 3,361
CivIII FAQ updates- wow!
Just a heads up to check out the CivIII FAQ new info. Some VERY interesting stuff there:

http://www.civ3.com/faq.cfm
http://www.civfanatics.com/

-edit-

Just for convenience, here is the list of FAQ updates from civfanatics:

System requirement change: 400 MB free hard drive space instead of 100 MB.

When you are at war with another Civ, your embassy in their capitol is automatically closed, and you will be unable to investigate city or steal technology. However, you can still conduct other espionage missions (sabotage, propaganda, steal world map, steal plans, expose enemy spy) as long as your spy is not caught.

Conscripted units have only 2 hit points. Conscript units can be received when exploring barbarian villages ("Goody huts"), and are also produced when you use the draft to produce soldiers.
Drafting: Once your Civ has discovered Nationalism, the draft becomes available. Drafting citizens effectively converts a population point into a military unit. Depending on your level of scientific development, that unit will range from a Spearman to an Infantryman. Government types directly affect how many citizens from each city can be drafted per turn; Republic and Democracy can draft 1 citizen per turn, while Depotism, Monarchy, and Communism can draft 2 citizens per turn. Civilizations in Anarchy cannot draft citizens. Drafting is very unpopular with your citizens, and each use of the draft will make one citizen in your city unhappy for twenty turns.

The "Dan Quayle" screen of the original Civilization is back. After winning, losing, or retiring from a game, you will be ranked and given an appropriate title that suits your accomplishments.

Only ground, non-artillery combat units may join an army.

The effect of Mobilization is changed. Instead of halving the maintenance cost of military improvements and doubling the maintenance cost of non-military improvements, mobilization now allows all cities building a military unit to produce one extra shield in every square that is already producing at least one. A mobilized Civ may only build military units and military city improvements, and may not build peacetime improvements.

Last edited by Sarxis; October 27, 2001 at 04:06.
Sarxis is offline  
Old October 27, 2001, 04:11   #2
Sarxis
Rise of Nations MultiplayerAlpha Centauri PBEMCivilization III MultiplayerCivilization III PBEMCTP2 Source Code ProjectCall to Power II MultiplayerCall to Power MultiplayerCivilization IV: MultiplayerCivilization IV CreatorsGalCiv Apolyton Empire
Emperor
 
Sarxis's Avatar
 
Local Time: 11:16
Local Date: October 31, 2010
Join Date: Sep 1999
Posts: 3,361
Mobilization
Quote:
The effect of Mobilization is changed. A mobilized Civ may only build military units and military city improvements, and may not build peacetime improvements.
Wow! What a very strategic thing mobilization has become! Getting that extra production in exchange for peactime building options is quite good, and realistic.

Very fun; very kewl.
Sarxis is offline  
Old October 27, 2001, 04:42   #3
Ralf
King
 
Ralf's Avatar
 
Local Time: 16:16
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Sweden
Posts: 1,728
Quote:
Originally posted by Anunikoba
The effect of Mobilization is changed. ...mobilization now allows all cities building a military unit to produce one extra shield in every square that is already producing at least one. A mobilized Civ may only build military units and military city improvements, and may not build peacetime improvements.
How about mobilization for peace? Is that still in? If so; same as above, but you can only build civilian units and city-improvements? Are there any transition-hindrances in order to stop erratic mob-switching back and forth?
Ralf is offline  
Old October 27, 2001, 04:42   #4
The Templar
Prince
 
The Templar's Avatar
 
Local Time: 10:16
Local Date: October 31, 2010
Join Date: Oct 2001
Location: People's Republic of the East Village
Posts: 603
Re: Mobilization
Quote:
Originally posted by Anunikoba


Wow! What a very strategic thing mobilization has become! Getting that extra production in exchange for peactime building options is quite good, and realistic.

Very fun; very kewl.
What the hell is it around here with 'kewl'? Guess you learned to spell in public school.

Hmmm, the classic choice of guns vs. butter. I like it.
__________________
- "A picture may be worth a thousand words, but it still ain't a part number." - Ron Reynolds
- I went to Zanarkand, and all I got was this lousy aeon!
- "... over 10 members raised complaints about you... and jerk was one of the nicer things they called you" - Ming
The Templar is offline  
Old October 27, 2001, 04:45   #5
Faboba
King
 
Faboba's Avatar
 
Local Time: 15:16
Local Date: October 31, 2010
Join Date: Dec 1969
Location: Scotland. I can't be more specific else they'll find me.
Posts: 2,277
I wonder if it includes wonders.......

What the hell is a war time imrpovement. Barracks, City wall, Coastal Fortress, SAM, maybe Port facility and maybe airport??? That's IT?!? Thats all you'll be able to build??

Are airports peace or war?
Are settlers peace or war?
Are workers peace or war?

Just try for a cultural victory by going peacetime as soon as you develop nationalism.

( BTW - It may not sound like it, but I'm actually really for this idea. I think it's brilliant. I'm just not sure how they'll work it. Still Firaxis. )
__________________
A witty quote proves nothing. - Voltaire
Faboba is offline  
Old October 27, 2001, 05:06   #6
Ralf
King
 
Ralf's Avatar
 
Local Time: 16:16
Local Date: October 31, 2010
Join Date: Mar 2000
Location: Sweden
Posts: 1,728
Quote:
Originally posted by Faboba
I wonder if it includes wonders.......
If the wonder specifically gives you a military benefit - Yes, why not?

Quote:
What the hell is a war time imrpovement. Barracks, City wall, Coastal Fortress, SAM, maybe Port facility and maybe airport??? That's IT?!? Thats all you'll be able to build??
War & War-mobilization isnt supposed to continue uninterrupted century after century; millennia after millennia in Civ-3. You get war-mobilized in order to achieve specific military goals - then you get out of it, and into normalized non-mobilized conditions (the norm), or even "peaceful mobilization".

Quote:
Are airports peace or war?
Are settlers peace or war?
Are workers peace or war?
I dont know - but I guess you can build above regardless mobilization-state.
Ralf is offline  
Old October 27, 2001, 06:20   #7
Henrik
Civilization II PBEMScenario League / Civ2-CreationNationStatesMacCivilization II Democracy Game: Red FrontSpanish CiversCivilization IV Creators
Emperor
 
Henrik's Avatar
 
Local Time: 16:16
Local Date: October 31, 2010
Join Date: Dec 2000
Location: The European Union, Sweden, Lund
Posts: 3,682
Quote:
Originally posted by Faboba
Are airports peace or war?
Are settlers peace or war?
Are workers peace or war?
Airports and workers are probably buildable in either peace or war.
A settler might not be buildable during war, but then again it might be buildable as well...
__________________
No Fighting here, this is the war room!
Henrik is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:16.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team