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The_Aussie_Lurker
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Adelaide, South Australia, Australia
May 2001 time: 05:30
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My great hope is that the "Changes to Diplomacy", mooted by Firaxis, go far, FAR beyond simply the ability to "Lock Diplomatic Stances", and changes to trade map and communications techs!!!
Yours,
The_Aussie_Lurker
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PLATO

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Of the occupied South
Dec 2002 time: 23:30
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quote: Besides the 9 Conquest scenarios featured in Civ Conquests, there are plenty of changes to the Epic Game (i.e., your standard, random map, 4000 BC-until-everything-on-the-map-is-your-color games).
Most all of the new additions are introduced in the Conquests themselves, though some of the changes are brand new to the Epic Game, like the Scientific Great Leaders, the new City Specialists (Civil engineers and policemen), and a few tweaks to the tech tree.
Best,
Jeff Foley
Atari
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This was posted here:
http://apolyton.net/forums/showthre...&threadid=96206
For the Epic Game he is confirming just 9 scenarios, Scientific Great Leaders, Civil Engineers (City Specialist) and Policemen(City Specialist)
Also confirming changes to the tech tree. Any info on this anybody?
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G'Kar
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St. Louis, USA
Aug 2003 time: 23:30
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quote: Originally posted by The_Aussie_Lurker
My great hope is that the "Changes to Diplomacy", mooted by Firaxis, go far, FAR beyond simply the ability to "Lock Diplomatic Stances", and changes to trade map and communications techs!!!
Yours,
The_Aussie_Lurker |
A Firaxian talked about changes to the UN to make it more realistic but offered no details. We can only hope.
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akikonomu
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In the land of Mordor, where shadows lie
Jan 2003 time: 13:30
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Spiffor, you mentioned that Map trading has been moved to navigation, and Communications trading to Printing Press.
This is a drastic change to basic gameplay, so I'm a little puzzled. Is there any link to an official preview or announcement that says exactly this? The Firaxis CTC page only lists "locked alliances" under diplomacy changes.
Last edited by akikonomu on 11-09-2003 at 17:06
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:30
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Civilization III: Conquests News Interview
Manveer 'Eidolon' Heir :: 03:00 AM @ Thursday, September 11th, 2003 :: In-House: Interviews
If you haven't ever heard of Firaxis Games then you are worst Turn Based Strategy gamer evar!!!11oneone. (Sorry) Today we are talking with Jesse Smith who is the assistant producer at the best Turn Based Strategy developer around. We brought up the topic of the latest expansion pack for Civilization III and he just wouldn't stop talking about it. Luckily we consider ourselves editors and started writing down what he was saying. Read On...
GameGossip: What is new in Civilization III: Conquests? What are some of the conquests gamers will be able to play?
Jesse Smith: Our #1 goal has been to give more Civ to all of the Civ III owners out there! Civilization Conquests is a great addition to Civ3 because it allows fans to experience Civilization in a more realistic historical context. We have recreated some of the most exciting and critical moments in the history of mankind. Nine new conquests are included, beginning with Mesopotamia and leading all the way up to World War II. Each Conquest is fully customized to their historical setting including new tech trees, civilizations, map features, wonders and units, and provides players with new Civ gameplay challenges and surprises – you’ll find locked alliances in the World War II Conquest, volcanoes, rain forests and special abilities like stealth attack and ritual sacrifice in the Mesoamerica Conquest and the Enkidu Warrior and the Three-Man Chariot in the Mesopotamia Conquest. These conquests offer a faster-paced Civ experience and challenge players to employ new strategies and tactics. In addition to these conquests we have also added a lot to the core game with 7 new civs, 2 new civ types, new wonders, more government types, and even two new difficulty levels. So essentially, there’s something for every Civ fan in this expansion!
GG: Why the decision to make a second expansion for Civilization III? Were there features you weren’t able to fit into Civilization III: Play the World, that the development team felt warranted a whole new expansion?
JS: When it comes to new features, there's always room for more. Especially when you're talking about something as huge as Civilization!! With Conquests, we decided that going deeper into individual periods in history would be an interesting and fun way to present Civilization.
GG: One of the problems with Play the World was that multiplayer games took a very long time. What are you doing in Conquests to shorten the time needed to play a multiplayer game?
JS: Multiplayer has been a big focus for us. We are including with the game a variety of civ-matches along with the Conquests, that will allow players to prove their skills with games lasting between 2-5 hours – much easier to play a game within that time frame than to play an “epic” game that can last 20-30 hours. This has allowed us to focus on creating Multiplayer experiences that will have players coming back to the battlefield in no time. Take Locked Alliances as an example. We’ve created 2v2v2v2 or 3vs3 or 2vs2 maps so that players can fight it out as a team.
GG: How have you improved the map editor in Conquests?
JS: We have updated the map editor to include more control over the rules of the game and have given players the tools to create their own Conquests. Specifically, some of the items that have been added are Disasters, Locked Alliances, More Victory Point options, a Fog of War tool, new abilities, and so on. The new functionality is highlighted within the Conquests.
GG: Why do you think gamers should go out and pick up Conquests when it comes out?
JS: The biggest reason to buy Civ III:Conquests is that this extensive expansion will deliver more than 50 additional hours of top-notch gameplay to Civ owners around the world! Civilization has always been about playing a huge expansive game through time. The random map created a fresh and new experience that challenged players to create new strategies for victory each time they played. With Civ III:Conquests, the more you play, the more you learn the map and the tech tree – so then it’s a race against yourself to tech faster, expand quicker, go for that stone and iron deposit sooner, or perform an early assault on your neighbor. Now it’s not only “just one more turn”, it’s also “what if I tried this instead”! With Conquests games lasting between 2 and 5 hours it is easy to get sucked into playing another match… and that’s what makes Civ III: Conquests so much fun!
Thanks for your time Jesse, glad to see you aboard at Firaxis. For those of you that want to learn more about Civ Conquests you can visit the Official Site. Or ask someone who knows about the game, but please for the love of god, stop consulting the EB sales clerks. They scare me.
--------------------------------------------------------------------------------
hi ,
found this there >>> http://www.gamegossip.com/comment.php?id=1712
have a nice day 
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Bleyn
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Communism isn't completely useless. I've found that when you've got a fairly well developed central region, and a large newly conquered area that needs lots of development, Communism is a good way to go. It minimizes the corruption in those outlying areas better than any choice currently. Admittedly its hard to say how Fascism will stack up in that same situation, but I suspect Communism may still be a viable choice for certain situations.
Oh and I'm pretty sure the Worker efficiency number is purely the construction rate for Worker units in doing tile improvements. It won't effect the building speed for city improvements and units.
The one that really strikes me is Feudalism. Am I reading it right? No Maintainence cost for city improvements?!? And the inverted unit support structure is funky. It definitely makes Feudalism a small nation choice.
I can see why volcano would be No food. One, its still a mountain. Two, its representing an Active volcano. Their nasty habit of spewing lava or launching really hot rocks a few miles or ash or the occasional burp of a giant cloud of CO2 or carbon monoxide or other noxious gases would tend to put a damper on agriculture. Oh sure, people will still do it, but average productivity isn't gonna be very high.
As for Zeus, what's a Tourist Attraction? Is it some twist on culture or is it commerce related?
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Bleyn
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Every turn would be a bit powerful don't you think? Maybe every three turns.
And I sure hope there's a way to turn off these unit producing wonders or they'ld eventually break the bank just from maintainence costs.
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CiverDan
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I just hope Fascism dont become another version of Fundamentalism. Lets examine the traits more closely
Forced Labor only for improvements: Most improvements are built in your cities by this time. Besides, so what if I pop-rush a size 26 city 2-3 times anyways, I'm not goning to have much problem with happiness. It makes captured cities almost useless though, after the pop losses from the attacking process, and from capturing and starving, you are not going to have much pop to rush with, and you wont be generating any culture for while. End result: all cities will just be razed and rebuilt by human players.
number of free units: most all ones cities will be metropolises by now, so thats 10 units per city. Note that this is the same number Fundamentalism in Civ 2 had. This is too high. 400 free units if you have 40 cities is too much IMHO. It wont be as imbalancing as in Civ 2 due to units costing gold and not shields, but still...
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LordVipper
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on the tourist atraction thing,i can only think that it will be something like this:when a wonder becomes absolete or after a set amount of turns it will produce commerce.just a thought though
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