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Akron
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Many of the great wonders have had their effects reduced, it appears (except for a few that used to suck, like the lighthouse).
One more small thing with the wonders. What are their attributes (like the civ attributes)?
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Andrew1999
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quote: Originally posted by Akron
Many of the great wonders have had their effects reduced, it appears (except for a few that used to suck, like the lighthouse).
One more small thing with the wonders. What are their attributes (like the civ attributes)? |
It doesn't have the attributes for the wonders--it just says "see Civilopedia for details." Most of the Golden Age text relates to using unique units to trigger it. If I had to guess I'd say the mention of Wonder-induced Golden Ages was about the last change made before the book was printed, and they didn't get all the details in time.
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Jaybe

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Las Vegas, NV USA
Sep 2001 time: 21:15
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quote: Originally posted by UKScud
Can you write a little bit more about bombardment units?
Which units have 'random' bombardment?
Which units have 'specific' bombardment? |
Precision Strike capable units are just Stealth Bomber & Stealth Fighter according to this book.
We have heard elsewhere F-15 also does it. Cruise Missle is not included in precision strike capable list -- but I sure hope it can.
All the other usual suspects in general bombardment: artillery, cannon, catapult, Radar Artillery (POWERFUL), AEGIS cruiser, battleship, destroyer, frigate, ironclad, bomber, fighter, jet fighter.
Not listing numbers (bombardment strength, range, bombardments per turn) because we know at least some of them are different now.
It's going to be [fun] or [worthless] to make all the changes in the lists in the book once the game is out.
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Jaybe

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Las Vegas, NV USA
Sep 2001 time: 21:15
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quote: Originally posted by CapTVK
Reading this I can only conclude that Civ3 is even more slanted towards the defender than the attacker. Take note that the quote doesn't say anything about the experience levels of troops. It seems a couple of Phalanxes on a hilltop will still be able to keep an entire army at bay. Could someone explain how the exp level of units factor into the defense bonus? |
No Phalanxes in the game.
Couple of Spearmen then, I think they are different only in name (defense of 2, attack of 1). Lets assume they're Vets (4HP), fortified on a hill. Defense of 2+1+1 each.
Knights have 4 attack, so that would be even if they were vets. And knights only cost 3.5 times as much. I think an ARMY of Regular Swordsmen (3 attack) would have no problem (9HP of 3 Regulars) -- it would just take a couple turns.
I do not claim to know how combat works when there are multiple defenders, so I'll leave it up to your imagination.
Unless the spearmen were in a fortress, then according to the book the knights would be able to walk right past them since the spearmen exert NO Zone of Control.
Again, according to the book, if they WERE in a fortress (add another 1 to their defense) the knights could STILL walk right past them. The spearmen get a free shot at them (similar to bombardment, using their attack strength, I think), shooting their 1 attack vs. the knights' 3 defense for each square they pass through. 25% chance of snipping off a hit point each time.
Last edited by Jaybe on 28-10-2001 at 22:43
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Akron
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quote: Originally posted by Ralf
What about railroad movement-bonus within your own territory?
Exactly how (once and for all) does an invasion into enemy-territory affect the attackers road-movement, and also railroad-movement?
------------------------------
And it would also be great if we could sort out the city working-area/ city border-area confusion, once and for all:
- Does a newbie 1-pop city always start out with 8 surrounding working tiles (= shield; trade; food), and if so; when does it expand to its maximal 20 surrounding working tiles? 21 considering the city-tile itself.
- Does a newbie 1-pop city always start out likewise with a free initial culture-border (8 surrounding squares) - then expand to its first level (2 squares out) after 10 culture-points? Then second level (3 squares out) after 100 culture-points?
- Important! Does wonders give cultural points to ALL cities, or just to the city there its been built? |
1) After 10 cultural points i believe.
2) Yes
3) Just the city in which the wonder has been built gets the cultural bonus. (But cultural points are pooled for the whole empire, but don't determine city-specific things like city cultural borders)
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Pembleton
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Cyberspace
Apr 1999 time: 23:15
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quote: Originally posted by Ralf
What about railroad movement-bonus within your own territory?
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There are a lot of posts here so it's easy to miss, but someone who had the guide besides Andrew mentioned (or maybe it was him?) that there was only one reference to railroads in the entire guide and it didn't say anyhting about movement.
One can't be entirely sure but I think this means there is still infinite movement. If they in fact didn't change it, I would be fairly disappointed. This means that railroads and railroad disruption become overpowered.
Especially when pillaging just one segment could disrupt the whole flow of a military campaign. This of course would be early in railroad construction since later a cautious player would make sure this wouldn't happen by building more links.
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Pembleton
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Cyberspace
Apr 1999 time: 23:15
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quote: Originally posted by Jaybe
Railroad (non-combat) note: Other than increasing commerce by one (along with roads), I could not find any mention of them in the whole book.
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Just quoting for my previous post.
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albiedamned
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Ellicott City, MD
Sep 2001 time: 00:15
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quote: Originally posted by Ralf
I dont believe so. If so, they could just as well give you 20 potential working-squares right from the start. Being limited to only 8 surrounding working-squares for only max 10 initial turns is totally meaningless.
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But it's only just 10 turns for your first city, where you get a free palace which generates 1 cp per turn right away. In other cities, you have to build something that generates cp first. So it could be far more than 10 turns for the first expansion.
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manofthehour
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Does it say anything about the A.Is willingness to trade. For example are they really stingy with iron in the Acient era and oil in the Moderen? Is it easy to get a right of passage treaty?
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albiedamned
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Ellicott City, MD
Sep 2001 time: 00:15
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quote: Originally posted by Ralf
Yes, but the point is that (according to you), expanding from 8 surrounding working-tiles to the maxed out size of 20 surrounding working-tiles, only require 10 culture-points. Since the temple-improvent is cheap & easy to build, thats way too fast. Again, why bother with implementing this 2-step work-area expansion, if its that easy to expand? I dont think your version is very likely. |
True the temple is probably quick to build. But generally you're going to build a defensive unit first in a new city. And depending on the situation, you may also build a worker first to start irrigating or building roads. So you might not get to the temple for a while. Or you could decide that expanding your borders quickly is the top priority, build the temple first, but not have the worker or the defensive unit.
I'm pretty sure (though not 100% certain) from screenshots I've seen that when you first start a city, you can only work the 8 squares around it. When your borders expand the first time, so does the workable radius. Subsequent border expansions don't affect the workable radius - that remains at 20 tiles (21 with city center).
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Ralf
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Sweden
Mar 2000 time: 06:15
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quote: Originally posted by albiedamned
I'm pretty sure (though not 100% certain) from screenshots I've seen that when you first start a city, you can only work the 8 squares around it. |
I agree with you so far.
quote: When your borders expand the first time, so does the workable radius. |
It has been said by some Firaxian (Im too lazy to find that quote - but I clearly remberer it) that the city-working area expands just as city culture-border do - but not nearly as fast. This seems to indicate that the working-area does NOT expand in conjunction with the city culture border.
Oh well - time will tell, I guess.
Last edited by Ralf on 28-10-2001 at 23:24
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All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
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