Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-Strategy-Archive > New traits/governments in C3C?
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!

bottom of page
  
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
Zevico is offline Zevico
Chieftain
Melbourne
Apr 2002
time: 15:32
  Old Post 01-12-2003 17:28
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
New traits/governments in C3C? Help yourself to an AD-FREE life

I have a few questions on C3C strategy wise before I buy it...
I have heard of some new traits in C3C--Agricultural, Seafaring, are two (any others). Question is, what benefit, exactly, do they bring, both directly and indirectly?
As well, what are the new government's pros and cons, both direct and indirect?
Has the republic government remained as powerful as before? Has Firaxis compensated for its double cost military for Republic governments in some way?
What other thoughts do you C3C players have out there on the expansion set's new gizmos and gadgets, both good and bad?

Snotty is offline Snotty
Prince

Dec 2002
time: 05:32
  Old Post 01-12-2003 17:59
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Avatar Enlargement: We've got the solution

Most of your questions can be answered by looking in this thread in the conquests forum http://apolyton.net/forums/showthre...&threadid=95446 .

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:32
  Old Post 01-12-2003 22:13
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Tired of ads?

In Conquests, Republic provides one free unit upkeep for towns (size <= 6) and three for cities. Thus, with a small enough military (including the civ's worker force) Republic can actually be stronger economically in Conquests than it was before. As the military gets bigger, the balance of advantage starts to shift away from Republic. I can't address what it's like to play under the new governments because so far, I haven't been in a situation where I needed them.

Agricultural can be either so-so or a somewhat unbalancing uber-trait, depending on the starting position. Agricultural provides three main advantages. (1) The city tile generates an extra food. With fresh water (a river or lake), the extra food is available even with the Despotism penalty; otherwise it is not. With lots of rivers and/or lakes, Agricultural civs are fantastic REXers, and growth after changing out of Despotism is always a bit better than for other traits. Also, being able to work an extra 1-food tile can come in handy. (2) Aqueducts cost half as much, making it a little cheaper to grow cities past size 6. (3) Irrigated deserts produce two food instead of one, making large desert cities practical long before railroads. (Flood plains in the middle of a desert aren't the nightmare start for Agricultural civs that they are for others.)

Seafaring civs are great for early intercontinental contact on Continents maps. They get an extra movement point and their ships are only half as likely to sink, so suicide galleys and even carracks (a new type of ship available at the beginning of the game, with two base movement and no transport capacity) are a lot more practical. Half-price harbors and an extra gold for each coastal city provide additional advantages.

Right now there are some very serious bugs in Conquests: gold per turn deals end up magically creating twice the gold they're supposed to, and the Forbidden Palace is a victim of serious sabotage. But even witht the bugs, playing with Conquests' new features can be interesting, and once the bugs are fixed, it will be fantastic.

Zevico is offline Zevico
Chieftain
Melbourne
Apr 2002
time: 15:32
  Old Post 02-12-2003 06:15
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Put an end to popups!

Thank you nbarclay for your response, and Snotty for your link (I had looked all over for something in C3C like this but I just couldn't find it for some reason--don't know why I didn't notice this).

justjake73 is offline justjake73
Prince

Nov 2001
time: 00:32
  Old Post 02-12-2003 18:41
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Suffering from ads?

quote:
the Forbidden Palace is a victim of serious sabotage


What does this mean?

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:32
  Old Post 02-12-2003 19:14
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Support Apolyton buy from Amazon

In previous versions of Civ 3, the palace and forbidden palace could in essence provide a civ with two cores. In Conquests, trying to set up a second core results in increased corruption in outlying cities in the original core. Of course the fact that the two cores often overlap complicates the issue.

There's a whole thread on corruption bugs (at least we regard them as bugs) in Conquests here. In my first Conquests game, my vast empire was having ridiculous production problems, and that thread clued me in on what's going on (at least as best it's currently understood).

Nathan

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:32.
Apolyton Time is 00:32.
    top of page
Rate This Thread:
archivepost
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0283 seconds (87.27% PHP - 12.73% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net