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Old October 28, 2001, 14:34   #1
Rasbelin
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Summary on Andrew's great postings
This is just a summary of all info posted by
Andrew. Hopefully you don't take this as an offence,
but I thought it might be easier to read all the facts
Andrew posted in a summary, when the
original thread is already 7 pages long.

So all compliments should be directed to him.

Units in Civ III (inc. values)

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

UU's (inc. values and civ)

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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Last edited by Rasbelin; October 28, 2001 at 15:14.
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Old October 28, 2001, 14:35   #2
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Wonders in Civ III (inc. trigger and expiration)

Standard wonders

Colossus
Generates one extra commerce in any square already
producing commerce in that city. Expires with Flight.

Copernicus' Observatory
Doubles research in that city.

Cure for cancer
Makes one unhappy citizen content in all your cities.

Great Library
Gives you any advance two other civs have discovered.
Expires with Education.

Great Lighthouse
Allows ships to go one level deeper into the ocean.
Increases ship movement by 1. Expires with Magnetism.

Great Wall
Doubles effects of walls in cities that have them.
Doubles attack strength vs. barbarians. Expires with Metallurgy.

Hanging Gardens
Makes 3 unhappy citizens content in its city and one
unhappy citizen content in your other cities.
Expires with Steam Power.

Hoover Dam
Acts as a Hydro Plant in all your cities on that continent.

Bach's Cathedral
Decreases the number of unhappy people by 2 in each
city on the same continent.

Leonardo's Workshop
Allows you to upgrade units at 1/2 the cost.

Longevity
Population increases by 2 instead of 1 when the food box is filled.

Magellan's Voyage
Movement of all naval units increased by 1.

Newton's University
Doubles Scientific research in its city.

The Oracle
Doubles the effect of all temples. Expires with Theology.

Pyramids
Acts as a granary in all your cities on the same continent.

SETI Program
Doubles research in its city.

Shakespeare's Theater
Makes 8 unhappy citizens in
that city content.

Sistine Chapel
Doubles the effect of Cathedrals.

Smith's Trading Company
Free maintenance for Marketplaces, Banks, Harbors, and Airports.

Sun Tzu's Art of War
Provides benefits of a Barracks in all your cities on that continent.

Theory of Evolution
Gives you 2 free tech advances.

United Nations
Allows diplomatic victory.

Universal Suffrage
Reduces war weariness in all your cities.

Small wonders

Apollo Program
Allows spaceship construction.

Battlefield Medicine
Allows units to heal in enemy territory.

Forbidden Palace
Provides benefits of a palace in the city where it's built
Heroic Epic.

Better chance of elite units changing into leaders
(default is 1 in 16 chance when an elite unit wins,
lowers it to 1 in 12).

Intelligence Agency
Allows espionage missions.

Military Academy
Allows construction of armies without leaders in that city.

Pentagon
Armies can have 4 units instead of 3.

SDI
75% chance of intercepting ICBMs.

Some minor wonders are still missing, sorry.
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Last edited by Rasbelin; October 28, 2001 at 15:21.
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Old October 28, 2001, 14:37   #3
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Resources in Civ III

Bonus resources (food/resources/trade)

Cattle 2/1/0
Fish 2/0/1
Game 1/0/0
Gold 0/0/4
Whales 1/1/2
Wheat 2/0/0

Luxuries

Dyes: 0/0/1
Furs: 0/1/1
Gems 0/0/4
Incense 0/0/1
Ivory 0/0/2
Silks 0/0/3
Spices 0/0/2
Wine 1/0/1

Strategic (inc. tech prequisites)

Aluminum 0/2/0 -Rocketry
Coal 0/2/1 -Steam Power
Horses 0/0/1 -The Wheel
Iron 0/1/0 -Iron Working
Oil 0/1/2 -Refining
Rubber 0/0/2 -Replaceable Parts
Saltpeter 0/0/1 -Gunpowder
Uranium 0/2/3 -Fission
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Old October 28, 2001, 14:40   #4
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Resource prequisites for units/buildings in Civ III

Ground units

Cannon: Saltpeter, Iron
Cavalry: Horses, Saltpeter
Chariot: Horses
Horseman: Horses
Knight: Horses, Iron
Marine: Rubber
Mech. Inf: Oil, Rubber
Modern Armor: Oil, Rubber, Aluminum
Musketman: Saltpeter
Paratrooper: Oil, rubber
Pikeman: Iron
Radar Artillery: Aluminum
Swordsman: Iron
Tank: Oil, Rubber

Naval units

AEGIS Cruiser: Aluminum, Uranium
Battleship: Oil
Carrier: Oil
Destroyer: Oil
Frigate: Iron, Saltpeter
Ironclad: Iron, Coal
Nuclear Sub: Uranium
Privateer: Iron, Saltpeter
Submarine: Oil
Transport: Oil

Air units

Bomber: Oil
Cruise Missile: Aluminum
Fighter: Oil
Helicopter: Oil, Rubber
ICBM: Aluminum, Uranium
Jet Fighter: Oil
Stealth Bomber: Oil, Aluminum
Stealth Fighter: Oil, Aluminum
Tac Nuke: Aluminum, Uranium

City improvements

Coal Plant: Coal
Coastal Fortress: Iron, Saltpeter
Factory: Iron
Mass Transit: Rubber
Nuclear Plant: Uranium
SAM Battery: Aluminum

Wonders

Apollo Program: Aluminum
Manhattan Project: Uranium
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Last edited by Rasbelin; October 28, 2001 at 15:49.
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Old October 28, 2001, 14:44   #5
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The book is incomplete. There should be 12 small wonders (one of the m which is missing is Wall Street
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Old October 28, 2001, 14:59   #6
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I did miss the resource required for improvements. It seems as if I have to update the resource thread again.
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Old October 28, 2001, 15:32   #7
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Well, I've updated my resource thread to include the improvements as well. If you want to see what the resources do that is easier to read then this.

Please notify me if you see anything wrong.
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Old October 28, 2001, 15:35   #8
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Quote:
Originally posted by Gramphos
I did miss the resource required for improvements.
I have included them now.
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Old October 28, 2001, 15:36   #9
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Quote:
Originally posted by Rasbelin
I have included them now.
I did miss them when I read the original thread. That was the reason for that post. I wanted to thank you.
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Old October 28, 2001, 15:47   #10
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Quote:
Originally posted by Gramphos

I did miss them when I read the original thread. That was the reason for that post. I wanted to thank you.
Good to know. I'll update these lists tomorrow,
if Andrew posts more details from the book.
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Old October 28, 2001, 16:45   #11
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Didn't Dan said that Leonardo's Workshop was a minor wonder?????
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Old October 28, 2001, 17:01   #12
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Quote:
Originally posted by Rege
Didn't Dan said that Leonardo's Workshop was a minor wonder?????
No, I remember him saying it's a great wonder. How could there be more than one Leonardo?
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Old October 28, 2001, 18:37   #13
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From what I've heard, the missing minor wonder is the Manhattan project. The strategy guide is out of date so it lists it as a major wonder.

I don't think Leonardo's workshop will be included at all, since you can upgrade units like you could in SMAC.
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Old October 28, 2001, 18:39   #14
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Quote:
Originally posted by Taylost
From what I've heard, the missing minor wonder is the Manhattan project. The strategy guide is out of date so it lists it as a major wonder.

I don't think Leonardo's workshop will be included at all, since you can upgrade units like you could in SMAC.
Leonardo's is in AFAIK. It cuts upgrade cost in half. Upgrading works like in SMAC - you pay gold to upgrade.
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Old October 28, 2001, 22:49   #15
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Rasbelin....

Thanks for the compilation...
btw, I am honoured that u use my quote for your sig, but u spelted my nick wrongly(no "n"). "boliao" means "I've got nothing better to do"
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Old October 29, 2001, 02:44   #16
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Quote:
Originally posted by albiedamned

Leonardo's is in AFAIK. It cuts upgrade cost in half.
Correct!
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Old October 29, 2001, 02:58   #17
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Quote:
Originally posted by Boliao

Thanks for the compilation...
You're welcome.
Quote:
btw, I am honoured that u use my quote for your sig, but u spelted my nick wrongly(no "n").
I'm changing my signature quite frequently.
Actually I should be greatful to you, the author of the sig.
BTW, I have fixed it now.
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Old October 29, 2001, 13:17   #18
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Quote:
Originally posted by Rasbelin

I'll update these lists tomorrow,
if Andrew posts more details from the book.
Since Andrew hasn't yet posted anything
new, I'll leave the lists as they are for the moment.
If something new comes up, I'll update them later.
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Old October 29, 2001, 15:30   #19
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Quote:
Originally posted by Rasbelin


Since Andrew hasn't yet posted anything
new, I'll leave the lists as they are for the moment.
If something new comes up, I'll update them later.
Well, I'm suppsed to be working now, so I don't have anything more to say yet

Is there anything special people want? Most of what I did yesterday was just confirming or denying various things...
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Old October 29, 2001, 15:37   #20
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Andrew1999

ok i have two questions (subquestions included)

1. How much damages does an ICBM due to a city? Does it destroy it or only kill a certain number of people? Does it also destroy buildings? How about a tactical nuke?

2. What are the costs of all of the wonders?
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Old October 29, 2001, 15:46   #21
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Quote:
Originally posted by korn469
2. What are the costs of all of the wonders?
While you're at it, I wouldn't mind seeing the costs for *all* improvements and units too.
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Old October 29, 2001, 16:06   #22
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Quote:
Originally posted by korn469
Andrew1999

ok i have two questions (subquestions included)

1. How much damages does an ICBM due to a city? Does it destroy it or only kill a certain number of people? Does it also destroy buildings? How about a tactical nuke?

2. What are the costs of all of the wonders?
1. SInce Andrew said nuke's have a 50% chance of killing all units in and around where it hits I'd assume if they aren't dead they're at least 50% damaged from the blast.

2. Look in that thread, he listed the cost of all the wonders. Not sure where, but I read it in that long thread, go look.
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Old October 29, 2001, 16:14   #23
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Ozymandous
i asked how much damage an ICBM does to a city not a unit! your responce was about as worthless as Diablo2: Lord of Destruction, it destroyed the balance of my question and twisted it into something that it wasn't!

here is BlueHooHoo's responce (he has the game)

Quote:
KORN469 - Nuclear attack. You launch a nuclear attack in the same way as you target an air unit bombing mission. All units in the target square and adjacent squares are destroyed, regardless of their cultural allegiance (in other words everyone gets blown away). In addition, a bombed city is completely destroyed. The defence against most attacks is the small wonder SDI defence.
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Old October 30, 2001, 12:13   #24
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Quote:
Originally posted by Andrew1999

Is there anything special people want? Most of what I did yesterday was just confirming or denying various things...
If you have Civ III, could you read my thread in the
story forum. It includes a request to Civ III owners.

Thread link: http://apolyton.net/forums/...s=&threadid=31089
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