October 27, 2001, 19:55
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#91
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Prince
Local Time: 16:17
Local Date: October 31, 2010
Join Date: May 2001
Location: Lund Sweden
Posts: 664
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Forgot about that one, thanks
__________________
It's candy. Surely there are more important things the NAACP could be boycotting. If the candy were shaped like a burning cross or a black man made of regular chocolate being dragged behind a truck made of white chocolate I could understand the outrage and would share it. - Drosedars
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October 27, 2001, 20:18
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#92
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Warlord
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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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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October 27, 2001, 20:23
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#93
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Warlord
Local Time: 08:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 254
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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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October 27, 2001, 20:28
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#94
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Warlord
Local Time: 15:17
Local Date: October 31, 2010
Join Date: May 2001
Posts: 144
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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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October 27, 2001, 20:31
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#95
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Warlord
Local Time: 07:17
Local Date: October 31, 2010
Join Date: Sep 2001
Location: ... of a little desert town!
Posts: 154
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Quote:
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Originally posted by manofthehour
For the resourse stats what are the adavantages of food/resources/commerce? Does it say anything about resourses running out?
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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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October 27, 2001, 20:41
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#96
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Chieftain
Local Time: 07:17
Local Date: October 31, 2010
Join Date: Sep 2001
Location: California
Posts: 78
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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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October 27, 2001, 20:41
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#97
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Warlord
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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Quote:
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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.
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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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October 27, 2001, 20:42
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#98
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King
Local Time: 11:17
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Philly
Posts: 2,961
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Quote:
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Originally posted by Andrew1999
Here's the unit list.
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i love you.
__________________
"Stuie has the right idea" - Japher
"I trust Stuie and all involved." - SlowwHand
"Stuie is right...." - Guynemer
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October 27, 2001, 20:49
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#99
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Warlord
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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Re: What use is Coal?
Quote:
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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.
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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:
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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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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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October 27, 2001, 20:54
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#100
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Warlord
Local Time: 15:17
Local Date: October 31, 2010
Join Date: May 1999
Posts: 116
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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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October 27, 2001, 21:00
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#101
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Warlord
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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Re: coal is indeed needed
Quote:
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Originally posted by Barshy
I read somewhere that coal is required for railroads. But I could be wrong.
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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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October 27, 2001, 21:01
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#102
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Prince
Local Time: 10:17
Local Date: October 31, 2010
Join Date: May 2001
Location: Life Goes On
Posts: 519
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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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October 27, 2001, 21:10
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#103
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King
Local Time: 10:17
Local Date: October 31, 2010
Join Date: Feb 2001
Location: Hartford, CT, USA
Posts: 1,501
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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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October 27, 2001, 21:14
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#104
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Warlord
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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Quote:
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Originally posted by SerapisIV
What are the naval benefiting Wonders? Do any of them increase movement points?
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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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October 27, 2001, 21:40
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#105
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Warlord
Local Time: 15:17
Local Date: October 31, 2010
Join Date: May 2001
Posts: 144
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Quote:
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"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."
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So what happens the other 50% of the time when they don't kill every unit? DO they do nothing?
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October 27, 2001, 21:50
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#106
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King
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Sep 1999
Location: Terre Haute, IN USA
Posts: 1,285
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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.
__________________
'There is a greater darkness than the one we fight. It is the darkness of the soul that has lost its way. The war we fight is not against powers and principalities, it is against chaos and despair. Greater than the death of flesh is the death of hope, the death of dreams. Against this peril we can never surrender. The future is all around us, waiting, in moments of transition, to be born in moments of revelation. No one knows the shape of that future or where it will take us. We know only that it is always born in pain.'"
G'Kar - from Babylon 5 episode "Z'ha'dum"
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October 27, 2001, 21:53
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#107
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Warlord
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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Quote:
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Originally posted by manofthehour
So what happens the other 50% of the time when they don't kill every unit? DO they do nothing?
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I'd have to assume they used bad grammar, and each unit has a 50% chance to be annihilated.
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October 27, 2001, 22:02
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#108
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Warlord
Local Time: 15:17
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Portugal
Posts: 139
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Quote:
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I'd have to assume they used bad grammar, and each unit has a 50% chance to be annihilated.
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That makes much more sense.
Thanks for sharing what you know with us Andrew.
__________________
I do not want to achieve immortality threw my work. I want to achieve it threw not dying - Woody Allen
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October 27, 2001, 22:03
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#109
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Chieftain
Local Time: 15:17
Local Date: October 31, 2010
Join Date: Jul 2001
Location: Finland
Posts: 32
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Quote:
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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.
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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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October 27, 2001, 22:07
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#110
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Emperor
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Dec 1998
Posts: 3,215
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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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October 27, 2001, 22:12
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#111
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Chieftain
Local Time: 15:17
Local Date: October 31, 2010
Join Date: Jul 2001
Location: Finland
Posts: 32
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Quote:
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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.
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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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October 27, 2001, 22:32
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#112
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Chieftain
Local Time: 15:17
Local Date: October 31, 2010
Join Date: Nov 2000
Location: New York,NY USA
Posts: 89
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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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October 27, 2001, 22:35
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#113
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Chieftain
Local Time: 15:17
Local Date: October 31, 2010
Join Date: Nov 2000
Location: New York,NY USA
Posts: 89
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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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October 27, 2001, 22:44
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#114
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Warlord
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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Quote:
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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.
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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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October 27, 2001, 23:02
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#115
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Prince
Local Time: 07:17
Local Date: October 31, 2010
Join Date: Jul 2001
Posts: 319
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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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October 27, 2001, 23:16
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#116
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King
Local Time: 15:17
Local Date: October 31, 2010
Join Date: May 2000
Posts: 1,003
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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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October 27, 2001, 23:24
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#117
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Warlord
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Aug 2001
Posts: 146
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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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October 27, 2001, 23:27
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#118
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King
Local Time: 15:17
Local Date: October 31, 2010
Join Date: May 2000
Posts: 1,003
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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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October 27, 2001, 23:33
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#119
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Prince
Local Time: 10:17
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Ellicott City, MD
Posts: 513
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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
__________________
Firaxis - please make an updated version of Colonization! That game was the best, even if it was a little un-PC.
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October 27, 2001, 23:34
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#120
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Prince
Local Time: 10:17
Local Date: October 31, 2010
Join Date: Sep 2001
Location: Ellicott City, MD
Posts: 513
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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?
__________________
Firaxis - please make an updated version of Colonization! That game was the best, even if it was a little un-PC.
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