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 > Civilization III > Civ3-General > Details of Traits Changes
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
16.Sep: 7 NEW FILES
15.Sep: TRIAL + NO SLEEP = ONE GAME
13.Sep: PATCH THE PREVIOUSLY UNPATCHABLE

bottom of page
   - CIV3 CONQUESTS $29.99 - CIV3 from $9.99
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
albiedamned is offline albiedamned
Prince
Ellicott City, MD
Sep 2001
time: 00:36
  Old Post 20-05-2004 02:24
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Details of Traits Changes Support Apolyton, buy Call to Power 2

I'm getting back into Civ3 after not playing for a long, long time. I originally bought Civ3 the day it came out, and played for a few months, but I really haven't played much since then. I just bought Conquests, and I'm playing my first game now as the Byzantines on Monarch. Anyway, I'm trying to find the exact details of how the civ traits have changed in Conquests from the base game. The Civolepedia doesn't give enough detail, and I've been looking through the forums here but I haven't found a comprehensive description. Here is my understanding - if anyone who knows the details can fill in the blanks or correct what I might have wrong, I'd appreciate it!

Militaristic - No real change - half-priced military buildings and more frequent upgrades. Weakened indirectly because MGL's can't rush wonders, but this is partially offset by armies being more powerful. Militaristic was arguably the most powerful in the original Civ, but because MGL's can't rush wonders now I think that is no longer true.

Industrious - Workers aren't as fast as before - can anyone provide the exact percentages? The other part, extra shields in city center, is unchanged. Industrious and Religous were arguably the second most powerful after Militaristic originally, but both have been weakened it seems.

Religous - Government switch is still faster than non-Religous, but it's not 1 turn anymore. Can anyone provide the exact ranges? Half-priced temples/cathedrals is unchanged.

Expansionist - Unchanged. Start with a scout, can build more scouts, better stuff from goody huts.

Commercial - Unchanged. Extra commerce in city center, less corruption.

Scientific - Extra tech at start of era is unchanged, half priced science buildings is unchanged. Increased chance at SGL's is new (obviously SGL's are new too!) - does anyone have the exact percentages? As far as I know that's it, but I've seen mentioned a few times that research is faster overall for Scientific. But I don't think that's true - can anyone confirm?

Agricultural (New) - Extra food in city center, can get more food from deserts. I'm a little fuzzy on this one since I haven't played it yet, so I'm looking for the details on this one.

Seafaring (New) - Extra commerce in city center of coastal cities, extra movement point for all ships, less chance of being lost at sea (exact percentages?).

Thanks in advance to whoever can help out with my need for knowing every little detail!

Last Conformist is offline Last Conformist
King
of Calakmul
Jul 2003
time: 06:36
  Old Post 20-05-2004 02:28
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

The Ind worker bouns went from 100% to 75%, I believe.

The Sci change of SGLs is 5% (3% for the rest).

I think Rel was patched back to one turn Anarchy.

Sea halves the risks of sinking, IIRC.

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:36
  Old Post 20-05-2004 02:33
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Tired of ads?

quote:
Industrious - Workers aren't as fast as before - can anyone provide the exact percentages? The other part, extra shields in city center, is unchanged. Industrious and Religous were arguably the second most powerful after Militaristic originally, but both have been weakened it seems.


Industrious workers are now only 50% faster, they were 100% in vanilla and PTW


quote:
Religous - Government switch is still faster than non-Religous, but it's not 1 turn anymore. Can anyone provide the exact ranges? Half-priced temples/cathedrals is unchanged.


The max for rel civs is 2 turn revolution.


quote:
Expansionist - Unchanged. Start with a scout, can build more scouts, better stuff from goody huts.


Still good, I have to admit


quote:
Commercial - Unchanged. Extra commerce in city center, less corruption.


Commercial civs now have a 25% higher OCP number. check this thread for more info. (alexman seems to have had too much time on his hands. )


quote:
Scientific - Extra tech at start of era is unchanged, half priced science buildings is unchanged. Increased chance at SGL's is new (obviously SGL's are new too!) - does anyone have the exact percentages? As far as I know that's it, but I've seen mentioned a few times that research is faster overall for Scientific. But I don't think that's true - can anyone confirm?


5% chance for sci civs, 3% for everyone else. And you are right on the last point.


quote:
Agricultural (New) - Extra food in city center, can get more food from deserts. I'm a little fuzzy on this one since I haven't played it yet, so I'm looking for the details on this one.


one extra food in the city tile if the city is next to fresh water in despotism, but all the cities get the bonus in the other governments. Deserts get 2 food when irrigated.


quote:
Seafaring (New) - Extra commerce in city center of coastal cities, extra movement point for all ships, less chance of being lost at sea (exact percentages?).


25% chance of sinking in sea and ocean, instead of 50% for the rest

Last edited by Krill on 20-05-2004 at 20:00

alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:36
  Old Post 20-05-2004 03:09 Visit alexman's homepage!
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

A couple of comments:

Expansionist has been weakened a bit because now you can't get rich by selling Maps to everyone in the Ancient Age.

Commercial has been strengthened because of the way the FP works now (you have to rely more on the OCN and less on the double-core of your empire). By the way, the 25% OCN bonus was there even in PTW (although it used to be 10% in unpatched Civ3).

Agricultural is the most powerful trait, by far.

As the Last Conformist says, SGL chances are 5% for scientific compared to 3% for non-scientific.

albiedamned is offline albiedamned
Prince
Ellicott City, MD
Sep 2001
time: 00:36
  Old Post 20-05-2004 03:40
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Why is agricultural considered the most powerful? I'm sure it helps a lot with early expansion if you start near a fresh water source, but that doesn't always happen and if it doesn't then you receive no help at all. What am I missing?

Solomwi is offline Solomwi

King
Don King of the Apolyton HLA Movement
Dec 2002
time: 23:36
  Old Post 20-05-2004 03:42
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Browse Apolyton AD-FREE

And Krill's right on Industrious having only a 50% bonus. Agricultural also gets half price aqueducts.

Ljube is offline Ljube
Emperor
Belgrade
May 2003
time: 06:36
  Old Post 20-05-2004 05:36
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton

quote:
Originally posted by alexman

As the Last Conformist says, SGL chances are 5% for scientific compared to 3% for non-scientific.


I am yet to see a SGL

Last Conformist is offline Last Conformist
King
of Calakmul
Jul 2003
time: 06:36
  Old Post 20-05-2004 14:39
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Enter the AD-FREE zone

albiedamned: An early advantage will leave you stronger for the entire game.

albiedamned is offline albiedamned
Prince
Ellicott City, MD
Sep 2001
time: 00:36
  Old Post 20-05-2004 19:53
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Support Apolyton or Terrorists Win

I'm still a little confused as to why Agricultural is considered the most powerful now. Obviously an early head start is huge, and an extra food in your city center lets you pump out settlers faster. But since starting next to fresh water is far from guaranteed, Agricultural seems pretty risky. If you don't start next to fresh water, then you have a basically worthless trait until you get out of Despotism, by which time if you're not already off to a good start you're in trouble. Does Agricultural increase your chances of starting by a river or lake, kind of how Seafaring increases your chances of starting on the coast?

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:36
  Old Post 20-05-2004 20:03
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Lose 30 kilos (of popups)

(Some) people restart if they don't get fresh water when they play a agri civ. The other reason is that it's easier to set up a 4-turn settler pump with the agri civs.

Goethe80 is offline Goethe80
Chieftain
Leicester, UK
Jul 2003
time: 05:36
  Old Post 20-05-2004 21:39
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

the +1 food in the city from agri helps significantly towards that magic 5fpt figure. In addition, the additional food from deserts does help alot in making use of those big patches of otherwise difficult terrain.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:36
  Old Post 20-05-2004 22:46
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Increase Your PM Length

The irrigated deserts producing 2f and the 1/2 cost aqueducts are nothing to sneeze at. In my experience, those two things are most useful in areas where you don't have big 'ole river systems for the food bonus under despotism. So those things balance things out nicely, so long as you can get fresh water from somewhere.

But obviously the trait is really only superpowerful if you get a fresh water start, and have a few other fresh water city sites nearby.

-Arrian

albiedamned is offline albiedamned
Prince
Ellicott City, MD
Sep 2001
time: 00:36
  Old Post 21-05-2004 00:49
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Got spare money?

Ok I get it now. Basically in SP most people think Agri is the best because they'll just restart if they don't see fresh water at first. I do realize that getting to the +5fpt for worker or settler pumps gives a huge edge in early game expansion. But in MP, where restarting isn't an option, I would think taking Agri is a huge risk! If you don't get fresh water, then you're screwed. Yeah the cheaper Aqueducts and desert irrigation bonus are nice, but those don't come into play during the early expansion phase. I've never played MP Civ3 myself, so I'm just speculating.

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:36
  Old Post 21-05-2004 00:56
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Inflate your Upload Space

yeah your right. A wise man once said that MP and SP were different games. He's right. In an MP game I'd pick a civ with good traits that are always useful, industrial, expansionist, or militeristic, and a nice UU.

mmm, China, anyone?

Edit: My typings begining to look worse than cons

Last edited by Krill on 21-05-2004 at 01:19

alexman is offline alexman
Emperor
Hunt Valley, MD
Jan 1970
time: 00:36
  Old Post 21-05-2004 01:02 Visit alexman's homepage!
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

Starts without the ability to found several cities near fresh water are not that common. That makes the trait very powerful on average, even though there is some luck involved.

But even without fresh water, you can beeline to Monarchy and get your population boom early enough to make a big difference compared to if you were a non-agricultural civ.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:36
  Old Post 21-05-2004 01:13
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Support Apolyton buy from Amazon

And again, if you start in an area short on fresh water city sites, the 1/2 cost aqueducts become a real help! 50 shields off for every city that needs an aqueduct is pretty big - especially given that you will want to build them in the late ancient/early medieval age, when mustering 100 shields is a big deal. This is one of the reasons I think the Dutch kick so much ass. They can found a bundle of coastal towns that can hit size7+ w/o huge shield investments.

-Arrian

gunkulator is offline gunkulator
Prince

Feb 2003
time: 00:36
  Old Post 21-05-2004 01:23
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

If you don't have fresh water, get a ROP with a neighbor who does and then go in and irrigate. If you can't get a ROP, I've found that you can sometimes "steal" water. A friendly AI will often ignore a lone worker in its territory. Dig an irrigation trench all the way to your border. Of course, sometimes they just can't resist the tempation...

albiedamned is offline albiedamned
Prince
Ellicott City, MD
Sep 2001
time: 00:36
  Old Post 21-05-2004 01:27
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Get a bigger avatar today!

quote:
Originally posted by gunkulator
If you don't have fresh water, get a ROP with a neighbor who does and then go in and irrigate. If you can't get a ROP, I've found that you can sometimes "steal" water. A friendly AI will often ignore a lone worker in its territory. Dig an irrigation trench all the way to your border. Of course, sometimes they just can't resist the tempation...


That all works for getting to irrigate land which you otherwise couldn't irrigate until Electricity, but I assume that doesn't count towards whether the city gets the bonus food in the city center square.

gunkulator is offline gunkulator
Prince

Feb 2003
time: 00:36
  Old Post 21-05-2004 02:12
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Increase the size of your Attachments

The city food bonus is strictly based on gov't. In Despotism and Anarachy, you don't get it. In all other gov'ts, you do. Even in Despotism, you get the bonus for irrigating desert.

Fried-Psitalon is offline Fried-Psitalon
Prince
Not just another pretty face.
Dec 2002
time: 00:36
  Old Post 21-05-2004 08:38
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Full PM-box? Change here!

quote:
Originally posted by albiedamned
Ok I get it now. Basically in SP most people think Agri is the best because they'll just restart if they don't see fresh water at first. I do realize that getting to the +5fpt for worker or settler pumps gives a huge edge in early game expansion. But in MP, where restarting isn't an option, I would think taking Agri is a huge risk! If you don't get fresh water, then you're screwed. Yeah the cheaper Aqueducts and desert irrigation bonus are nice, but those don't come into play during the early expansion phase. I've never played MP Civ3 myself, so I'm just speculating.


In MP, the "fresh water start" rate for AGR civs is well over 90%. They're taken almost exclusively in MP above and beyond any other civ - Zulu and Egypt being the exceptions.

If you'd like to play a lil' MP Civ3, click the link in the sig.

Fried-Psitalon is offline Fried-Psitalon
Prince
Not just another pretty face.
Dec 2002
time: 00:36
  Old Post 21-05-2004 08:40
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

quote:
Originally posted by gunkulator
The city food bonus is strictly based on gov't. In Despotism and Anarachy, you don't get it. In all other gov'ts, you do. Even in Despotism, you get the bonus for irrigating desert.


This is incorrect; a Despotic AGR civ starting on a lake or river will get the food bonus.

Tripledoc is offline Tripledoc
Chieftain

Jan 2003
time: 05:36
  Old Post 21-05-2004 16:54
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Browse Apolyton AD-FREE

quote:
Originally posted by Solomwi
And Krill's right on Industrious having only a 50% bonus. Agricultural also gets half price aqueducts.


I think I've read they also get halfprice solar energyplants, but I have never played an agricultural civ to te modern age so I am not sure.

On another note seafaring gives halfprice habours too. And I think halfprice commercial docks as well, but I am not sure about that either.

Last Conformist is offline Last Conformist
King
of Calakmul
Jul 2003
time: 06:36
  Old Post 21-05-2004 22:12
Edit/Delete Message Reply w/Quote
#23 Report this post to a moderator
Support Apolyton or Terrorists Win

A quick look in the ol' Editor tells us that Commercial Docks, Coastal Fortesses, and Offshore Platforms are marked as Seafaring, in addition to the Habours.

Someone mentioned Solar Plants - they're Agricultural, for Sid knows what reason.

As a curiosum, it may be mentioned that SS parts can be flagged as Sea or Agr, but not as the old traits.

Rommel2D is offline Rommel2D
ACS Staff Member / Hosted Site Admin
Upper Midwest
Feb 2003
time: 23:36
  Old Post 22-05-2004 22:58
Edit/Delete Message Reply w/Quote
#24 Report this post to a moderator
Full PM-box? Change here!

quote:
Originally posted by Fried-Psitalon
In MP, the "fresh water start" rate for AGR civs is well over 90%.

Is this percentage higher than for non-ag tribes? IE is the increased chance of a fresh water start part of the agricultural trait?

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:36
  Old Post 23-05-2004 00:29 Visit joncnunn's homepage!
Edit/Delete Message Reply w/Quote
#25 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Also, for some unknown reason, Agr civs get half priced of one of the modern era polution reducing facilities. (It's either Mass Transit or Recyling Centers, not both)

Last Conformist is offline Last Conformist
King
of Calakmul
Jul 2003
time: 06:36
  Old Post 23-05-2004 01:11
Edit/Delete Message Reply w/Quote
#26 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

It's the Recycling Center.

bongo is offline bongo

Emperor
TRBNGR
Sep 1999
time: 06:36
  Old Post 27-05-2004 14:35
Edit/Delete Message Reply w/Quote
#27 Report this post to a moderator
Full PM-box? Change here!

Also remember that under ptw/vanilla, slaves taken by industrious civs would work at 100%. In c3c, slaves work at 50%, industrious or not.

albiedamned is offline albiedamned
Prince
Ellicott City, MD
Sep 2001
time: 00:36
  Old Post 27-05-2004 17:02
Edit/Delete Message Reply w/Quote
#28 Report this post to a moderator
Get a bigger avatar today!

Yeah I've noticed that in my current game as the Mayans. Their combination of a slaver UU and industrious workers is overkill if you get into an ancient war. I fought almost the entire ancient era, and I captured 30 or so slaves. I have them working in teams of 3, which are equivalent to one of my regular (industrious) workers. Because I have so many, I have almost no need for my regular workers, thus negating my industrious trait.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:36.
Apolyton Time is 00:36.
    top of page
Rate This Thread:
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 0.0645 seconds (90.63% PHP - 9.37% MySQL) with 30 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