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Old October 28, 2001, 14:07   #181
manofthehour
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Quote:
and here is the screenshot to prove it
Well while they still have unlimted movemnent in your territory remember that it doesn't have unlimted movement in other territories.
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Old October 28, 2001, 14:14   #182
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Quote:
Originally posted by Jaybe

No Phalanxes in the game. :
Hoplites is really another name for Phalanx, but only the Greeks have them. This is OK.
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Old October 28, 2001, 14:15   #183
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Quote:
Originally posted by Andrew1999

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).
Sorry, but that's not new information.
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Old October 28, 2001, 14:15   #184
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Quote:
Originally posted by Comrade Tribune
Hoplites is really another name for Phalanx, but only the Greeks have them. This is OK.
IIRC a Phalanx is a division of Hoplites.
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Old October 28, 2001, 14:15   #185
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Quote:
Originally posted by Comrade Tribune


Hoplites is really another name for Phalanx, but only the Greeks have them. This is OK.
Actually, Spearmen is the unit that has replaced Phalanx. Stats are the same at 1/2/1. Hoplites are the Greek UU. They are an upgraded Spearmen, at 1/3/1.
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Old October 28, 2001, 14:20   #186
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Quote:
Originally posted by Lawrence of Arabia
SERAPHIS-thanks for update

I think that you guys are confusing cultural borders with city radius. The city radius is always 20 squares. YOu can put your workers to work any bonus tile in that radius

The Cultural border is the one that expands. The cultural border is only useful to harvest luxeries and strategic resources, and to show the limit of your empire.
I agree with you completely, except for one point. I think that when you first found a city and it's cultural border is 1, you can only work the 8 squares around the city. As soon as the cultural border expands to 2 and beyond, you can work the regular 20 square radius.
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Old October 28, 2001, 14:20   #187
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Quote:
Originally posted by Gramphos

IIRC a Phalanx is a division of Hoplites.
Yes, though rather a regiment, numbers-wise.
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Old October 28, 2001, 14:20   #188
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Quote:
Originally posted by Andrew1999

Nuclear Submarine: 6/4/3(1**)
Looks promising, but what are those two **:s
doing there? Special function? Varieing value?
Have I missed something?
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Old October 28, 2001, 14:21   #189
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Re: Railroads still have infinite movement
Quote:
Originally posted by korn469
and here is the screenshot to prove it

http://apolyton.net/forums/attachmen...&postid=563322
Oh God, I dont like that. Owerpowerful railroads, that let you slide around units/armies from one end of an enormous continent, to another within the same turn - still without loosing combat-ability, I guess. I sure hope thats editor tweakable - one way or the other. If not; thats a 100% given editor-update, already there.
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Old October 28, 2001, 14:22   #190
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Quote:
Originally posted by albiedamned
Actually, Spearmen is the unit that has replaced Phalanx.
In game terms, yes. Historically, a Phalanx was a tight formation of Hoplites.
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Old October 28, 2001, 14:24   #191
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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.
You're right. Coal is also needed for railroads.
You're probably refering to my Civ III preview
translation.
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Old October 28, 2001, 14:24   #192
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Quote:
Originally posted by Comrade Tribune


In game terms, yes. Historically, a Phalanx was a tight formation of Hoplites.
What, is this game based on history or something? I thought they made all this stuff up like in SMAC!
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Old October 28, 2001, 14:25   #193
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Quote:
Originally posted by Comrade Tribune
Yes, though rather a regiment, numbers-wise.
Well, I don't know how big either of them are in English, so I'll sum it up as: "It is a group of Hoplites" (where group can be any size)
And yes, I believe regiment is bigger then division, so you are most likely right. It is my language that isn't good enough without dictionaries to find the exact words for everything, so I sometimes go with near words.
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Old October 28, 2001, 14:28   #194
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Re: Re: Railroads still have infinite movement
Quote:
Originally posted by Ralf
Oh God, I dont like that. Owerpowerful railroads, that let you slide around units/armies from one end of an enormous continent, to another within the same turn - still without loosing combat-ability, I guess. I sure hope thats editor tweakable - one way or the other. If not; thats a 100% given editor-update, already there.
I believe it isn't tweakable yet, but I sure hope that they will add it (without adding sandtraps in the same turn. )
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Old October 28, 2001, 14:35   #195
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I like the idea of Railroads having unlimted movement in Civ 3. I agree that the were too powerfull in civ 2. Although now you don't get to use the railroad unless it is in you territory. So that makes it alot less powerful.
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Old October 28, 2001, 14:36   #196
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Quote:
Originally posted by albiedamned
What, is this game based on history or something? I thought they made all this stuff up like in SMAC!
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Old October 28, 2001, 14:38   #197
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I agree with you completely, except for one point. I think that when you first found a city and it's cultural border is 1, you can only work the 8 squares around the city. As soon as the cultural border expands to 2 and beyond, you can work the regular 20 square radius.
i havn't heard anything about that, but you may be right. It makes sense and its another way to combat ICS.
Quote:
Nuclear Submarine: 6/4/3(1**)

Looks promising, but what are those two **:s
doing there? Special function? Varieing value?
Have I missed something?
Myabe the 1** means it can carry one special i.e one Tactical Nuke
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Old October 28, 2001, 14:39   #198
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Quote:
Originally posted by Gramphos

And yes, I believe regiment is bigger then division, so you are most likely right.
Ahhh, actually smaller. Greek city states were really small. A Phalanx unit had somewhere around 2-3000 soldiers, I guess.
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Old October 28, 2001, 14:53   #199
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Quote:
Originally posted by Lawrence of Arabia

Myabe the 1** means it can carry one special i.e one Tactical Nuke
Yes, the only thing the Nuclear Sub can carry is one Tactical Nuke. Carriers can carry up to 4 air units. The other naval units all carry ground units. Note that the Helicopter can carry 2 ground units now--they're transport helicopters instead of gunships.
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Old October 28, 2001, 15:01   #200
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Andrew can you quickly define the missle. Thankyou.
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Old October 28, 2001, 15:02   #201
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Quote:
Originally posted by Comrade Tribune
Ahhh, actually smaller. Greek city states were really small. A Phalanx unit had somewhere around 2-3000 soldiers, I guess.
Me and terms...
I guess that I'll use the dictionary next time
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Old October 28, 2001, 15:02   #202
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Quote:
Originally posted by Andrew1999

Yes, the only thing the Nuclear Sub can carry is one Tactical Nuke. Carriers can carry up to 4 air units. The other naval units all carry ground units. Note that the Helicopter can carry 2 ground units now--they're transport helicopters instead of gunships.
Thanks for explaining that!
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Old October 28, 2001, 15:24   #203
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Civ Specifics?
Can you tell us what the various civ-specific abilities mean?
Does it tell you how much more likely good goodie huts are for expansionist civs? How much faster industrious workers work? What is the corruption rating, and how do commercial civs effect it? What is the bonus commerce for a commercial civ (twice home tile commerce) and the bonus for industial (1 shield)? Is the chance of promotion 1 in 16, but 1 in 12 for militaristic civs?
How long does it take to build a mine? 4 turns? 3 with industrious or democratic, 2 with industrious and democratic, or with replacable parts, 1 with all 3?
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Old October 28, 2001, 15:27   #204
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Are there going to be engineers in CivIII? If so, will they be the same as in civII??
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Old October 28, 2001, 15:33   #205
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Just droping a hint that some of the facts
posted by Andrew can now be found
in summary lists under the topic,
Summary on Andrew's great postings.

Edit: fixed the link.
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Last edited by Rasbelin; October 28, 2001 at 15:40.
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Old October 28, 2001, 15:41   #206
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Hold On A Second...
If you can't use enemy roads during war time, how are you going to get vehicles through their forests and mountains??? Are they telling us we can't put artillery in our enemies mountains or have Panzers go through their forests???
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Old October 28, 2001, 15:48   #207
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Hi, I too have the strategy guide and am willing to help out Andrew answer some questions.
Here are some fast facts that may already be known but were new to me.
Hospital lets you grow past size 12
Sistine Chapel now only doubles effect of Cathedrals
SDI now only has a 75% of intercepting nukes
Great Wall now only doubles effects of walls in cities that have them, doubles unit attack against barbarians
Heroic Epic increases appearence of Great Leaders
Intelligence Agency needed for espionage missions
Adams TC only pays maitenance costs for marketplaces, banks, harbors and airports
Capitalization is now known as wealth
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Old October 28, 2001, 15:49   #208
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Quote:
Originally posted by BLackraven42
Are there going to be engineers in CivIII? If so, will they be the same as in civII??
No, you're using the same Workers for the whole game. They work at double speed once you have discovered Replaceable Parts, however.
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Old October 28, 2001, 15:52   #209
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here's some quotes from sid interview
Prima: was there any concept that you tried to work into civ III that just didnt work?
Sid: We had an idea for great people (artists, scientest, politicans) in addition to great leaders. There was a system for defection to other countries, kidnapping, and so on. We just couldn't get this to work in a satisfactory way, so we didn't include it

Prima: one final question, Civ IV. Have you thought whether you'd like to do Civ IV, and if so, what it might be like?
sid: THat's a good question, if the fans still want more after Civ III we will talk about giving them more.
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Old October 28, 2001, 15:55   #210
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Could someone actually tell me what the Iron Works actually do? I know you need iron to produce certain units, but I wouldn't think that Iron Works are necessary to make iron available. Does it give you some kind of production bonus?
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