After seeing that haunting green civ color creeping from Africa to cover Europe and Asia in almost every Civ 1 and 2 world map game Zulu were in, they’ll always be the green menace for me.
Where in the hell is the aluminum and rubber? I clicked on every godforsaken square of this primordial hellhole and it ain’t there.
And what’s this with only one freakin’ source of saltpeter? If there’s only going to be one source of saltpeter, does it have to be in the middle of those scumsucking Aztecs?
Why, why oh why do the turns take so long now? I don’t care what the stupid French are doing. If your gonna show me something, show me where the freakin’ aluminum and rubber are!
I guess I haven’t seen the part of the game where you can build Leonardo’s bathroom.
Thanks Miller, this almost gave a laugh-related seizure.
#38: I always thought Cleopatra was supposed to have looked like Bettie Page. And for the crap I have to deal with from them (I have two wait endlessly for their armada of knights to stop moving up and down the border.), I’d better get a burlesque show from the Queen of the Nile pretty damn soon.
#39: Why must I spend multiple turns shipping settlers and workers accross the sea in fucking galleys just to get iron.
#40: Yo, peasants! Add more to my palace already, dipshits!
#41: Hey Caesar, I’d trade with Rome, but there’s a huge fucking jungle in the way! That said, it is fun to burn down acre after acre of rain forest to build evil imperialist roads.
#42: Look, I’m Yuri Malenkov of the Russians, I’m a guy, why the f*ck do I have to look like Catherine the Great Cow? What happened to the gender stuff in Civ2?
#43: Hi Opal!
(Someone had to do it.)
#44: Hey Mao, get those damn construction workers out of my land!
#45: Couldn’t science progress a bit faster, hmm? It’s 1870 AD nobody’s figured out Magnetism yet!
#46: Memo to Joan d’Arc: Give me wine you trollop! And quickly! Incidentally, nice cleavage.
#47: I’ve got a research report to finish by the end of the day, and I’m preparing to attack Persia.
Since when do you have to burn down the forest to build roads? It takes a lot longer to hack down the forest and then build a road than it does to suck up the time delay to just build the road outright.
Not just the gender - the only person who looks even vaguely like Svend Robinson is Joan of frickin’ Arc! I made the Canadians out of the Persians and it looks kinda dumb.
Still, some of those female leaders were a bit of a stretch. (Who was China again?)
Hey - is there any way to hack the game to replace the characteristics of the civilizations, like you could in one of the earlier ones? And could you replace the leader pic? That would be cool.
Matt- check out http://www.civfanatics.com. They have a message board, one forum of which is completely devoted to mods for Civ 3, and I remember seeing a couple of threads devoted to “how to replace leader pictures”.
Sua- if there’s a river next to it (including diagonally), it’s a flood plain. If not, it’s a desert.
As for jungles- at least half the time there’s some grassland around to build in to. Deserts and tundra just seem to go on near forever.
Kantaloopi- yeah, and the computer is eager to build in the Tundra and have his army be 90% Spearmen during the Industrial Age. Even Flood Plains make a sucky starting city site- no production. Now, you get flood plains next to forests, you’re good to go. But generally, I get flood plains next to desert. Or mountains. Now, in theory, one could simply push for population and then kill them off in the Despotic Rush, but I find every time I decide to follow that strategy, just before hitting pop 3 disease sets in and the city is back to pop 1. Bleah.
How the hell do you end a mutual protection pact? I had one with China for over a thousand years, and I was sick and tired of getting caught up in all his imperialist crap.
Yet, I found no option for ending it.
Scylla- enter into negotiations with China (or, whomever you wish to end the pact with). Offer to propose a deal. On the bottom of the screen, you’ll see the words “New” and “Active”. Click on “Active”, and you’ll see a list of all the current treaties with China (or whomever). Click on the MPP, and you’ll be brought up to the negotiation screen like you were proposing it. Then just click to remove the proposal, and bing, the MPP is done with. Obviously, you can’t stop an MPP until the original 20 turns are over, but after that, that’s how you do it.
#48: Yes, Prima, I realize that you were a bit rushed in trying to get the strategy guide out the door in order to meet the demands of slavering players. But next time, could you give the guide a quick run-through against the final version of the game? Maybe that will mean that next time you don’t publish a strategy guide in which there is at least one glaring error every three pages. For example, you state never to start a city on a jungle square without clearing it first, which is not true- whatever square a city is started on, that square produces 2/1/1 not including bonuses. In addition, you give a tip about how building the Sistine Chapel means you don’t have to build any Cathedrals… which is idiotic in Civ 3, because the Chapel doubles Cathedral effectiveness, not the old Civ 2 “acts as a Cathedral”. And the numbers on troop stats is copied out of the manual, and therefore incorrect in most cases. In other words, your strategy guide is a font of misinformation.
#49. I know it’s real-worldly and all, but can I PLEASE stop having the Iroquois, Aztecs and English in every game I play as the Americans?
#50. Leaders do exist. Promise. I got three of them once, but I had to destory the English utterly and take Tenochtitlan for myself to get them.
#51. Multiplayer. Now.
#52. If I tell you I don’t want your disease-ridden, po’ as fuck tundra city, then I goddam good and well mean it! Fuck off, whiners! Your city is going to be pop 4 for-fuckin-ever!! I’m sorry your civ is still eating ants off sticks while mine is splitting atoms, but them’s the breaks. Lump it.
#52. Oh, feel you owe it to the Queen to resist my occupying forces, eh, Reggie Brit? Americans are a bunch of upstart blighters, what ho? Fine. Let me intorduce you to the NEW American policy on captured cities-there is no such thing as a captured city. The cities of the English Empire will be summarily destroyed upon conquest. Its population will be scattered and the only traces which will remain will be their workers, who shall labor endlessly to build the Great American Railroad. So jam it, you sconemunching crybabies.
Flyp, don’t forget to sow the fields of Kent with salt and eviscerate the dogs and cats.
Yeah, I figured that out, but my complaint is that I have at least 256 different colors and shades available to my computer - ya think Firaxis could have used a different color for flood plains?! I’m thinking a nice aquamarine.
We’re getting very different maps. For me, deserts and tundras have generally been relatively limited areas, while I’ve had jungles (right next to my starting city, of course) stretch 15 or more tiles across.
Sua
I have been meaning to post to this thread as soon as I finished my last turn. That was, oh, 8 hours ago.
I thought Civ3 was going to incorporate some of the Alpha Centauri stuff. Like torturing the leader of a civilization you conquered. Ooooo…I just loved that.
Sweet mother of all that’s holy…please. Just one little patch that will fix the suck ass graphics, the run-over text, the freakin’ ugly chopped up text, and the button that don’t work in the negotiation table.
And, why, oh, why, after working so hard on it, why won’t F10 bring up my spaceship screen so I can LAUNCH IT???!!!
I’ve had no problem getting leaders. In one game I had four armies running around smiting the evil Americans.
What irks me is that the propaganda doesn’t seem to work. I’ve never, not once, gotten a rival city to convert. In one case, the rival city refused the propoganda, then the very next turn, defected on their own.
Someone was asking about aluminum and other resources–they don’t appear unless the civ with control of an area has the tech. If you’re the first to discover whatever makes aluminum appear, your city borders are the only place the resources will appear. If you want it from a rival civ, you have to wait until they discover the right tech, or give them the tech.
Mrs. Six looked at me a little funny when I walked into the living room and announced “I won on Deity level! I am a golden god!” I don’t know if this makes me strange or her. Must be her. I’m the reasonable one in the pair.
I could have played three turns in the time it took to write this.
Thank you 6. I was just about to get Advanced Flight and I wanted to know where the stuff was so I could send a worker out to put a colony on it. I wanted to be ready to make helicopters right away. Seems I can’t do that.
How in the hell do you get the espionage options??? I have embassies in all the other civs (not that you can see that anywhere - I just remember double clicking the capitals and setting them up), but when I open the Espionage window and pick a civilization, the only options I have are “Investigate City” and “Steal Technology”. What am I missing??!
I think I’m going to start another thread asking for advice on strategies for the very earliest part of the game…
And, hell yeah! Jungles suck ASS! I mean, damn. They stretch on for half the continent, they take my workers 12 turns per square to clear, and if you put a city in one, you’ll have citizens randomly dying of sickness! Damn.
Smeghead, you have to have discovered espionage, and built the small wonder “intelligence agency” in one of your cities.
Here is a list of all things fixed, changed, added with the patch that is supposed to be out this weekend:
Additions v1.16f:
* We’ve added an ini file setting, Refresh. To use, open the civilization3.ini and add ‘Refresh=60’. You can
try higher frequencies, but 60 is good starting location. If it can’t set the frequency, it will default to what
Windows believes it should be. If you are not having monitor or frequency problems, do not use this ini
setting.
* Players now receive a message when a wonder is made obsolete.
* There is now a text prompt on using the production queue in the City Display screen.
* Editor: Added Barbarian Combat Bonus to difficulty level tab.
* Editor: Added Cost Factor to difficulty level tab.
* Editor: Added AI unit support bonus to difficulty level tab.
* Editor: Added AI bonus starting units to difficulty level tab.
* Editor: Added AI max. govt. transition time to difficulty level tab.
* Editor: Added corruption modifier to difficulty level tab.
* Editor: Added a number of armies requirement for Improvements and Wonders.
* Editor: Added a small wonder ability checkbox for “Requires a Victorious Army” for Improvements and
Wonders.
* Editor: On General Settings, added Border Factor which controls border expansion.
* Editor: On General Settings, added Future Tech Cost.
* Editor: On General Settings, added Min. Tech Turns.
* Editor: On General Settings, added Max. Tech Turns.
* Editor: On General Settings, added Golden Age Duration.
* Editor: Added mission cost to Diplomats and Spies page.
* Added “Color Blind Help” pref (gives the name of the civ in the city title box).
* Added “Ask for Build Orders after Unit Construction” pref (asks for build orders after every unit construction
in all cities).
* Added “Always Start Building Previously Built Unit” pref (cities always start building the last built unit).
* Added “Show Civil Disorder Pop-Up” pref (displays a pop-up whenever a city descends into civil disorder).
* Added “Culturally Linked Starting Locations” (civs are placed on maps in close proximity to other civs of the
same culture; please note that not using this pref can lead to sub-optimal arrangements of civ colors)
* Added “Show Our Manual/Our Automatic/Enemy/Friend Moves” preferences
Changes v1.16f:
* The cost of building a Palace is now based on the number of cities in your civilization.
* The Sun Icon on the Info Box represents the amount of global warming affecting the game. If the sun does
not display, there is insufficient global warming to affect the terrain. Once the sun displays, the brighter it
is, the greater the impact of global warming.
* It’s slightly easier to culturally acquire cities.
* Forests planted on tundra always display as pine.
* Irrigation sorts slightly differently.
* Goody hut console popup display times increased.
* Relationship lines are no longer displayed on the Foreign Advisor unless the player has contact with both
civilizations.
* Corruption effects have been reduced.
* Cultural priority of AI has been reduced.
* Submarine and Nuclear Submarine now have an offense value of 8.
* Paratroops now have a range of 6.
* Privateer now has an offense value of 2.
* Corruption calculations for Communism are now flat for the number-of-cities factor.
* Borders now draw over forest and jungle.
* Shield bonus from clearing forest can only be received once per game.
* Palaces and spaceship parts can only be built in one city.
* Improved City Governor Performance.
* The maximum number of cities permitted in a game is 512.
* Added information about healing units to Barracks civilopedia entry.
* Clarified that railroads increase output of mines and irrigation in civilopedia entry.
* Added hyperlink to Ocean in Caravel civilopedia entry.
* The maximum number of turns it can take to research an advance has been increased from 32 to 40.
* Editor: Removed unused Description field from Improvements and Wonders.
* Police Stations now reduce corruption in the city they are built in.
* Editor: On General Settings, renamed Border Expansion Multiplier to Lvl. Multiplier.
Fixes v1.16f:
* Fixed scroll problem on some Nvidia graphics cards.
* Player is no longer able to extort 200000000+ gold per turn from the AI.
* Invalid link in Build Colony Civilopedia entry fixed.
* Cropped French Civilopedia entry fixed.
* Typo in German Civilopedia entry fixed.
* Typo in Japanese Civilopedia entry fixed.
* Typo in Indian Civilopedia entry fixed.
* The missing periods from unit lines on the disembark box fixed.
* The correct city now highlights on the Domestic and Cultural advisor screens when scroll bar displays.
* Precision Bombing now works as intended.
* Sorting columns on the Domestic advisor screen now stay sorted.
* Traded advances that cause an era transition, now allows the player to select the advance to research in
the new era.
* The five states an AI can be in on the Diplomacy screen, can now be seen on the mouse over advisor
messages on the Foreign advisor.
* The problem of not being able to build ‘Wealth’ in some cities has been fixed.
* Messages about resources discovered that the player doesn’t have the advance to use no longer display.
* Incorrect popup concerning placing new embassies with civilizations you’re at war with no longer displays.
* Occasional instances of selected units not stay centered fixed.
* Synthetic Fibers now has the correct prerequisite advance, Ecology.
* The Great Lighthouse no longer permits Galleys to travel on Ocean tiles.
* The AI no longer reacts to submarines that it cannot see.
* Multi-cultural cities no longer occasionally produce barbarian settlers or workers.
* Minimap now updates when interface is hidden.
* Units no longer occasionally disappear at the poles.
* ‘Combo’ boxes now are set to the maximum size needed.
* Long advance names no longer overrun the Info Box when in Golden Age.
* Correct cities highlight on Domestic and Cultural advisor when a scroll bar displays.
* There is no longer a punctuation error in disembark popup.
* There is no longer a spacing error on the right-click flyout for upgrading units.
* Bubble-text on the replay screen now correctly clears itself.
* The last line in the Event View of the replay screen is now fully visible.
* You can now see a cities population on the City Title bar regardless of team color or state.
* The correct plural and singular forms of civilization names are now used on the Wonder screen.
* Selecting a ‘grayed out’ option in the Diplomacy screen no longer clears the Foreign Advisor’s advice.
* Correctly small graphic corruption on Domestic Advisor popups.
* Right-Click flyout menus no longer display if you use a function key to open an advisor screen.
* The spaceship components in the Civilopedia now correctly link to the Victory Conditions entry.
* You can no longer unload air units from a carrier. You need to execute a rebase mission.
* You can no longer demand very large amounts of gold in diplomacy.
* There is correct punctuation at the end of the defeat popup.
* Modified advance trees now load correctly.
* Fixed AI exploit with regards to giving cities away in diplomacy.
* Air superiority missions work as intended.
* Quick Start will now use the number of civs selected in the previously generated game.
* Retiring from a Conquest only game no longer is recorded as a victory.
* Fixed AI problem with resources on custom maps.
* Team color on horseman unit correctly displays.
* French Musketeer fortify animation now plays.
* Governors no longer build privateers when set to build no units.
* Fixed AI bug allowing the user to infinitely postpone invasions by shuffling units around.
* Hall of Fame screen now correctly lists the difficulty levels.
* Games that don’t save due to low hard drive space now displays an error message.
* A save corruption problem was fixed.
* The helicopter civilopedia entry now correctly states it can only transport one unit.
* Corrected punctuation error in Jet Fighter civilopedia entry.
* Corrected punctuation error in Longbowman civilopedia entry.
* Corrected Marine strategic resource requirements in civilopedia entry.
* Corrected Modern Armor strategic resource requirements in civilopedia entry.
* Correct punctuation problem in Tactical Nuke civilopedia entry.
* Fixed fatal related to tiles on the edge of the map.
* Once the UN is completed, you are no longer prompted to vote every turn.
* Fixed punctuation error on New Era popup.
* Fixed typo in diplomacy demands.
* You no longer declare war by accidentally passing over a hidden submarine.
* Fixed infinite loop with automation.
Already did that. Sorry - should have mentioned.
Smeghead, to use the Intelligence Agency’s functions, you will need to right-click on the city containing the Agency, and select “Condcut Espionage.” This is the only way I’ve found that will work…simply selecting the “E” button from the lower right hand map grid will not work.
I know, it’s an irritating quirk.
Not true, I frequently look for resources in other civs territory when I am the first person to get the tech for something and find it. The AI must be thinking ‘Why the hell is he sending 5 boatloads of knights to take this tiny population 2 desert town?’ when I see some saltpeter that I’m lacking when I learn Gunpowder.
I also bought an English city for an exorbitant amount of gold and tech when I discovered they had a desperately needed source of coal when I got Steam Power.