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Old November 5, 2001, 06:47   #1
old dog
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Rules changes -- An attempt at a listing
I want to suggest that we make a thread here which simply lists rules changes from Civ 2 to Civ 3. Emphasis to be on the small things not listed at the beginning of the manual or discussed in depth elsewhere.

Just the facts, not our opinions, not our strategies or methods of dealing with these changes.

A few to start:

1. Unlimited switching within the build queue (among units, buildings, and wonders) -- with one exception: once you accrue shields from disbanding units, you can no longer switch to building a wonder.

2. Related to #1, you cannot use tree cutting or disbanding of units to hurry up the building of a wonder.

3. You can only work at building a one-of-a-kind item (wonders, palace) in one city at a time.

4. You cannot continue building a wonder after another civ has built it.

5. Diagonal irrigation is allowed. But, until electricity, the source must be a river or inland lake or other irrigation.

6. Railroads are used to increase food and shields from irrigation and mines.

7. Hostile ships can interfere with the harvesting of sea resources.

8. Units get only one attack, even if they have more movement points.

9. Fractions of a movement point always give movement. For example: two tiles down a road and then one into a mountain always works.

10. Bridge building comes with the engineering advance, and it is automatic. Workers do not have to go back and construct bridges over the rivers.

11. Nation borders extend out into the sea, and nations have a right to keep others' ships out of their sea squares.
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Old November 5, 2001, 08:42   #2
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12. Farmland improvement removed.

13. Workers cutting down forests add production to nearest city.
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Old November 5, 2001, 21:25   #3
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14. No warning when another civ has almost completed a wonder.

15. Units with two or more movement points do not get any movement after exiting a ship.

16. Units cannot use roads or rail in other civs when at war with the other civ.
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Old November 5, 2001, 23:09   #4
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17- Units require gold for support (if in excess of free amount calculate for entire civilization and not city) instead of shields.
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Old November 7, 2001, 06:01   #5
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18- You can switch which tech you are researching.

19- Most tiles give the same resources, when used as a city center. Exceptions: special resources still count, and mountains (cannot be used)... However, defense bonuses for hills still count.
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Old November 10, 2001, 05:25   #6
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20. A city tile counts in a chain of irrigated tiles back to fresh water.
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Old November 10, 2001, 05:54   #7
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21 - No Terraforming. I'm unable to change e.g. plains to grassland (Very annoying!).
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Old November 10, 2001, 09:01   #8
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22. An enemy ship next to a port should blockade it, rather than having to surround any enemy port with ships. If I understand the system correctly, you would need a small navy just to blocade a single port currently.
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Old November 11, 2001, 20:05   #9
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23. Theory of Evolution gives you two RANDOM techs -- not the familiar "finish your current tech, get the next one instantly" situation like Civ 2.

24. Damaged units do not lose any movement points.
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Old November 11, 2001, 21:05   #10
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Quote:
Originally posted by Bakunine
17- Units require gold for support (if in excess of free amount calculate for entire civilization and not city) instead of shields.
This isn't completely clear as written.

Try:

17- Units require gold for support instead of shields. Units are supported by the civilization as a whole, and not by individual cities.
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Old November 16, 2001, 18:56   #11
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25. Great Libary works quite differently. In Civ 2, you got the tech advances when any two other civs got them. In Civ 3, you get the tech advances only when two civs YOU HAVE CONTACT WITH get them... However, in Civ 2, you got an advance when and additional civ obtained the advance -- thus, if all other civs already had the advance before you built the Great Library, the Great Library would never grant you the advance. In Civ 3, you immediatly get any advances that two known civs already have.
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Old November 16, 2001, 19:35   #12
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26. No sentry mode (at least for now, hopefully)
27. No ability to acquire new technologies when capturing enemy cities (bad idea, fixable ?)
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Old November 16, 2001, 19:53   #13
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28. Need aquaduct for city size 6 not 8
29. 10% defensive bonus for plains, grassland, tundra
30. Specialists only give one coin / beaker
31. City must have no food surplus to disband by building settler
32. Attack strength not diminished if unit has already moved
33. Can sell mutliple improvments from same city in one turn
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Old November 16, 2001, 21:45   #14
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34. Railroads require resources to build
35. Some buildings and wonders require resources to build
36. Most Units require resources to build

Edit: Cant count
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Old November 17, 2001, 14:24   #15
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37. Change barbarian pillaging back to Civ 2 where they just took over the city, or permit us to disband cities. One barbarian attack pillaged 400 gold from one farflung city that I could not possibly defend.

38. Allow us to check intelligence of our rivals before we contact them.

39. Show us our "Reputation" somewhere.

40. Show the government types of our rivals somewhere.
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Old November 17, 2001, 14:44   #16
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Have any of you actually bothered to learn this game or have you simply taken one look and screamed "I don't like this, this and this so I'm gonna post endless threads on how I wanna change all the rules!"
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Old November 17, 2001, 15:06   #17
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ummm
i don't think they're complaining, but instead just listing changes.

wait, raleigh is complaining... nm...
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Old November 17, 2001, 18:43   #18
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Actually, I love this game.

I think there are some improvements that are necessary, and I think I have introduced some stylistic things that would make it better (like blockades and barbarians).

Instead of you two threadpolicers complaining about something that was a productive list of what players are interested, now there are now 3 misc emails in this list disrupting the flow (including mine!

Why don't you guys stop complaining about us trying to make suggestions to the designers and start adding useful things to this list, or just keep moving on and read emails you are genuinely interested in.
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Old November 17, 2001, 19:28   #19
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Quote:
Originally posted by old dog
18- You can switch which tech you are researching.
18 - You can change your research focus, but your beaker total is reset to zero when you do so.
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Old November 17, 2001, 19:29   #20
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Quote:
Originally posted by old dog
16. Units cannot use roads or rail in other civs when at war with the other civ.
16. Units do not gain movement point bonuses from roads or railroads in other civilizations' territory unless they have a right of passage agreement.
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