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Andrew1999
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Here's the unit list. I'll put in the caveat one more time that these stats may have changed between printing of the Strategy Guide and the final game. In fact, I know they have.
Ground Units
Archer: 2/1/1
Artillery: 0/0/1 12/2/3
Cannon: 0/0/1 8/1/2
Catapult: 0/0/1 4/1/1
Cavalry: 6/3/3
Chariot: 1/1/2
Explorer: 1/1/2
Horseman: 2/1/2
Infantry: 8/12/2
Knight: 4/3/2
Longbowman: 4/1/1
Marine: 10/8/1
Mech Infantry: 12/20/3
Modern Armor: 24/16/3
Musketman: 2/4/1
Paratrooper: 8/10/1
Pikeman: 1/3/1
Radar Artillery: 0/0/1 16/2/4
Rifleman: 4/6/1
Settler: 0/0/1
Spearman: 1/2/1
Swordsman: 3/2/1
Tank: 16/10/2
Warrior: 1/1/1
Worker: 0/0/1
Naval Units
AEGIS Cruiser: 12/12/6 4/2/4
Battleship: 24/20/4 8/2/4
Caravel: 1/2/3(4)
Carrier: 1/8/4(4*)
Destroyer: 16/12/6 6/1/3
Frigate: 2/2/4 2/1/2
Galleon: 1/2/4(6)
Trireme: 1/1/3(2)
Ironclad: 4/4/3 4/1/2
Nuclear Submarine: 6/4/3(1**)
Privateer: 1/1/3
Submarine: 6/4/3
Transport: 1/4/4(8)
Air Units
Bomber: 0/2/0 8/0(6)/3
Cruise Missile: 0/0/1 20/4/6
Fighter: 4/4/0 2/0(4)/2
Helicopter: 0/4/0(2) 0/0(4)/0
ICBM: 0/0/1
Jet Fighter: 8/8/0 2/0(6)/1
Stealth Bomber: 0/2/0 8/0(8)/4
Stealth Fighter: 0/4/0 2/0(6)/2
Tactical Nuke: 0/0/1
Civ-Specifis Units
Bowman: 2/1/2 (Babylonians)
Cossack: 6/4/3 (Russians)
F-15: 10/8/0 2/0(6)/1 (Americans)
Hoplite: 1/3/1 (Greeks)
Immortals: 4/2/1 (Persians)
Impi: 1/2/2 (Zulus)
Jaguar Warrior: 1/1/2 (Aztecs)
Legionary: 3/3/1 (Romans)
Man-o-War: 3/2/4 2/1/2 (English)
Mounted Warrior: 3/1/2 (Iroquois)
Musketeer: 3/4/1 (French)
Panzer: 16/10/3 (German)
Rider: 4/4/3 (Chinese)
Samurai: 4/4/2 (Japanese)
Scout: 0/0/2 (Expansionist Civs)
War Chariot: 2/1/2 (Egyptians)
War Elephant: 4/3/2 (Indians)
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Bleyn
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I know the stats for some of the units are a bit off, but I've got a few combat related questions that might settle some disagreements in another thread.
Does the guide explain exactly how combat works, what the mechanics of it are? Or does it leave that out as something covered adequately enough by the manual.
Specific questions that would be nice to have answers to include:
Does it give the exact formulas for combat?
If so, is it one formula for attacker and defender, or seperate ones for each?
Are the hitpoints sub-divided like in Civ2 or not?
Any specific details on how bombardment works.
I figure its worth asking, since the mechanics should not have changed in quite some time, that would be one of the first things about combat that would have been locked in stone.
Anything that the strategy guide includes on those sort of details, and you feel up to sharing would be greatly appreciated.
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manofthehour
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For the resourse stats what are the adavantages of food/resources/commerce? Does it say anything about resourses running out?
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Xmudder
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California
Sep 2001 time: 21:15
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From your list, it looks like Coal is mostly useless. It's needed for Ironclads, Ironworks, and Coal plants. That doesn't sound right. Coal was used to make steel, including Battleships, Destroyers, and Tanks, and to power early factores and railroads.
I didn't realise that the scout was Civ Specific. Can I build another one, or is that all I get?
A 0-0-2 is nice... It doesn't die, it just get captured - so you can send your military to smash the barbarians to rescue him. And he's a 0/0 unit, so it can move though other civ's territory, right?
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Andrew1999
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quote: Originally posted by Bleyn
I know the stats for some of the units are a bit off, but I've got a few combat related questions that might settle some disagreements in another thread.
Does the guide explain exactly how combat works, what the mechanics of it are? Or does it leave that out as something covered adequately enough by the manual.
Specific questions that would be nice to have answers to include:
Does it give the exact formulas for combat?
If so, is it one formula for attacker and defender, or seperate ones for each?
Are the hitpoints sub-divided like in Civ2 or not?
Any specific details on how bombardment works.
I figure its worth asking, since the mechanics should not have changed in quite some time, that would be one of the first things about combat that would have been locked in stone.
Anything that the strategy guide includes on those sort of details, and you feel up to sharing would be greatly appreciated. |
The standard combat formula is more or less the same as it's always been.
(attacker strength)/(attacker strength + defender strength) = chance of attacker winning
The defender strength is modifed by fortification, terrain, and improvements. The winner of each round does one point of damage to the loser. Conscripts have 2 hp, regular units 3 hp, veterans 4 hp, elite units 5 hp. Fast units (more than 2 movement) will retreat when they are down to 1 hp unless they are fighting another fast unit.
Bombardment isn't explained very well here. When you fire at an opposing square, the bombardment randomly damages units, improvements, fortresses, population, etc.--whatever's in the square (unless you have smart weapons on your Stealth Fighters and Bombers and you can pick your target.)
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Andrew1999
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quote: Originally posted by Xmudder
From your list, it looks like Coal is mostly useless. It's needed for Ironclads, Ironworks, and Coal plants. That doesn't sound right. Coal was used to make steel, including Battleships, Destroyers, and Tanks, and to power early factores and railroads.
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You're right, it does look pretty weak when you look at it that way. Well, that's what the rule editor is for.
quote:
I didn't realise that the scout was Civ Specific. Can I build another one, or is that all I get?
A 0-0-2 is nice... It doesn't die, it just get captured - so you can send your military to smash the barbarians to rescue him. And he's a 0/0 unit, so it can move though other civ's territory, right? |
Expansionist civs can buld more scouts if they like. I don't think 0 strength units can go wherever they want in Civ 3. Diplomats and caravans are gone and that's who the rule was meant to benefit. Otherwise all the bombardment units could go wherever they wanted!
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Barshy
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I read somewhere that coal is required for railroads. But I could be wrong.
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Andrew1999
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quote: Originally posted by Barshy
I read somewhere that coal is required for railroads. But I could be wrong. |
This guide is terrible on worker abilities. It goes into detail about irrigation, mining, and roadbuilding, but almost nothing about other activities. I found out that workers could plant forests by reading about it in the the Engineering technology description (well I already knew, but that's the only place it's mentioned.) In the Editor you can change what resource is required for terrain improvements, so requiring Coal and/or Iron for railroads makes sense.
By the way, Replaceable Parts doubles the speed your Workers work at.
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Andrew1999
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quote: Originally posted by SerapisIV
What are the naval benefiting Wonders? Do any of them increase movement points? |
The Great Lighthouse (expires with Magnetism) and Magellan's Voyage add one movment to your naval units. Harbors produce veteran naval units in addition to producing more food from water squares and allowing trade.
From Friday's screenshot it looks like Battleships are up to 6 movement now instead of 4. Guess Firaxis agreed with you.
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manofthehour
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quote: "ICBMs have a 50% chance of killing every unit in their target square and 8 surrounding squares immediately, and cause a reduction in city population if a city is targeted." |
So what happens the other 50% of the time when they don't kill every unit? DO they do nothing?
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Andrew1999
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quote: Originally posted by manofthehour
So what happens the other 50% of the time when they don't kill every unit? DO they do nothing? |
I'd have to assume they used bad grammar, and each unit has a 50% chance to be annihilated.
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The Negotiator
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Finland
Jul 2001 time: 05:15
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quote: Originally posted by ajbera
So the Manhattan Project works as it did in Civ2, where as soon as it is built, all civs gain the ability to make nukes?
That's a damn shame. It should be a small wonder, and every civ should have to build it. I sincerely hope this can be changed via the editor. I always hated that. |
Remember andrew wrote that there is a great wonder Manhattan Project AND small wonder that ALLOWS space ship contruction.
So doesn't that mean that before a civ can contruct their space they have to build their own Apollo Program.
What is the role of the Manhattan Project? Does it mean that noone can't construct their Apollo Program before Manhattan Project is build by someone? Or how is it?
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The Negotiator
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Finland
Jul 2001 time: 05:15
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quote: Originally posted by ixnay37
Manhattan Project is for nukes, not space. I seem to remember hearing that the Manhattan Project was a small wonder somewhere. |
Doh! My mistake. I really should be sleeping by now because it's over 4 am here. BUT HOW CAN I WHEN HERE'S SO MUCH INFO!
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VetteroX
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New York,NY USA
Nov 2000 time: 05:15
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Thanks a lot for the Info Andrew. A question to All: Anyone find the mech infantry a bit over powerd!? 30 defence? It can just sit in grassland not even fortified and stop Modern armor dead? In a large city its 60 defence? jeez... Ive heard no mention of fortifying yet, is it still around?
Also Riflemen seem pretty weak.... after the debaits Ive come to accept musket men 3/3 but 4/6 for riflemen? I dont know about you guys but Id rather be attacked by knights then men with repeating rifles, should be 6/6. Then again, maybe guids out of date.
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VetteroX
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New York,NY USA
Nov 2000 time: 05:15
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little edit.... mech inf are 20, could have sworn I had seen 30 before. 20 is more reasonable. Still, thats 40 in a city, pretty rough stuff... hope you brought some radar arty/stealth bombers to crack that.
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Andrew1999
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quote: Originally posted by VetteroX
Also Riflemen seem pretty weak.... after the debaits Ive come to accept musket men 3/3 but 4/6 for riflemen? I dont know about you guys but Id rather be attacked by knights then men with repeating rifles, should be 6/6. Then again, maybe guids out of date. |
The image for the Rifleman is a guy in American Civil War uniform, so these would be muzzle-loading rifles. The Infantry unit is a guy in WWI gear and he's MUCH more powerful at 8/12.
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jsw363
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Andrew- Is there any mention of Tile improvements on water terrain? Also could you give us a list of all the terrain and the bonuses? Thanks, this is AWESOME!
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Andrew1999
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Water improvement is done like in Civ 2: Cities with harbors produce +1 food per water square and cities with offshore platforms produce +1 shield per ocean square.
Coast: 1/0/2
Desert: 0/1/0
Floodplain: 3/0/0
Forest: 1/2/0, 2 MP, +25% defense
Grassland: 2/0/0 or 2/1/0
Hills: 1/1/0, 2 MP, +50% defense
Jungle: 1/0/0, 3 MP, +25% defense
Mountains: 0/1/0, 3 MP, +100% defense
Ocean: 1/0/0
Plains 1/1/0
Sea: 1/0/1
Tundra: 1/0/0
Desert, Floodplain, Grassland and Plains can be irrigated for +1 food.
Desert, Grassland, Plains and Tundra can be mined for +1 shield.
Hills and Mountains can be mined for +2 shields.
All land types can have roads for +1 commerce (and movement bonus.)
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albiedamned
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Ellicott City, MD
Sep 2001 time: 00:15
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I would also love to know the details of blockades. What exactly constitutes a blockade? Do you have to have ships forming a solid line completely blocking the city, or just one ship. And does the ship have to be right next to the city, or can it be more than 1 square away?
Leonidas, I think the eras have been pretty well defined. Check out this tech tree link from civfanatics:
tech tree
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albiedamned
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Ellicott City, MD
Sep 2001 time: 00:15
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One more question, this time regarding the terrain types. I've read that forest is not necessarily it's own terrain type anymore, but can also appear on other terrain types (like forested mountains or forested hills). Is there any mention of this, and if so, how does it affect resources?
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