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albiedamned
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Ellicott City, MD
Sep 2001 time: 00:36
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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!
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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:36
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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?
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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
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albiedamned
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Ellicott City, MD
Sep 2001 time: 00:36
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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?
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albiedamned
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Ellicott City, MD
Sep 2001 time: 00:36
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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?
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albiedamned
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Ellicott City, MD
Sep 2001 time: 00:36
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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.
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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:36
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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
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gunkulator
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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...
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albiedamned
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Ellicott City, MD
Sep 2001 time: 00:36
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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.
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gunkulator
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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.
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Tripledoc
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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.
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albiedamned
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Ellicott City, MD
Sep 2001 time: 00:36
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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.
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