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barbeerhj
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What?
Industrious gives you a 50% faster worker rate, thus the irrigation costing 3 turns instead of 2 on C3Q. But, still allowing you 2 turn roads.
Also, Industrious trait should give you cheaper factories, coal plants, and Nuclear Power plans later on.
Secondly, the Agricultural trait should include granaries with their cheaper buildings, that would really make me want to pick the Maya or some other nation with that trait!
Finally, the Commerical trait should give you cheaper Marketplaces, Banks, and Stock Markets.
-Ron
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punkbass2000
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Waterloo, ON, Canada
Feb 2002 time: 00:34
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quote: Originally posted by barbeerhj
What?
Industrious gives you a 50% faster worker rate, thus the irrigation costing 3 turns instead of 2 on C3Q. But, still allowing you 2 turn roads. |
Yes.
quote: Also, Industrious trait should give you cheaper factories, coal plants, and Nuclear Power plans later on.
Secondly, the Agricultural trait should include granaries with their cheaper buildings, that would really make me want to pick the Maya or some other nation with that trait!
Finally, the Commerical trait should give you cheaper Marketplaces, Banks, and Stock Markets.
-Ron |
All of these additions would make the traits in question far too powerful. Ag and Ind are generally regarded as top traits already, and half price marketplaces would really be to good to add to any trait, given that markets are arguably the best imp. in the game.
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joncnunn
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Maryland Heights, MO
Sep 2002 time: 23:34
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quote: Originally posted by conmcb25
Does this look like an all inclusive list? What am I missing here?
And is this already posted somewhere? I tried a search but no luck:
Comments?
Seafaring: +1 movement ships, coast cities produce +1 gold
Reduced chance of sinking.
Water based improvements are cheaper.
- Harbors
- Offshore platforms
- Coastal Fortress
- Commercial Dock
| Half price.
+2 gold in coastal cities, +3 gold in costal metros.
quote:
Scientific: Libraries, Universities, and Labs are cheaper.
One free advance at start of each era.
C3C only: chances of getting a SGL is higher.
| Half price.
quote:
Religious: Temples and Cathedrals are cheaper.
No anarchy between governments.( 1 Turn (Civ3/PTW) 2 Turns (C3C) )
| Half price
Compares to for humans 4 - 8 turns Civ3/PTW / 5 - 9 turns C3C (weighted by number of cities in the empire for C3C only)
At high difficulty levels, by default the AI has shorter max anarchy levels. (3 turns for Emperor)
quote:
Militarstic: Units promoted more often.
Military improvements are cheaper.
- Barracks
- Walls
- Harbors
- Airports
- Civil Defense
- SAM Missile Batteries
- Coastal fortresses
| 1/2 price
quote:
Industrious: Metros +1 shield in center square. Workers complete jobs faster.
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+1 shield in cities, +2 in Metros.
100% faster workers Civ III Classic / PTW, 50% faster workers C3C
quote:
Expansionist: Can build Scouts, start with one Scout.
Goody Huts are more lucrative and cannot pop-up Barbarians.
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Incas can't build normal scouts but can build Chiquese Scout instead. Never the less, they start with a normal scout.
quote:
Commercial - Lower Corruption. Metros +1 Commerce center square.
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+2 Commere in cities, +3 Commerce in Metros.
Increased OCN.
quote:
Agricultural: +1 food on base city square. Extra food on irrigated desert.
Aqueduct, Recycling Plant, Solar Plant are cheaper. |
Half priced.
If the city has a natural aquaduct, you can still keep the extra food in despotism / anarchy. Otherwise it would be lost.
Note that a Military Seafaring civ does NOT get to build Harbors for 3/4ths off. They pay 1/2 off.
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Petrus2
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WRT some of the middle posts, the topic is what effects a civ trait GIVES, not what they should do, right?
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