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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] List of new features in Civ3
From: "Mike Jing" <miky40@xxxxxxxxxxx>
Date: Mon, 12 Nov 2001 04:18:42 -0500
Reply-to: mike_jing@xxxxxxxxx

Here is my attempt at a list of new features found in Civ3. It is in no way complete or even comprehensive, so please feel free to point out any errors and add anything that I have forgot to include. This is meant to start a discussion on which of these features should be included in Freeciv, and pave the way for work on a Civ3 ruleset.

More detailed data on terrain, buildings and units will follow shortly.

Mike

General:
=======
-- No more penalty for changing production.
-- No more limits on tax/science/entertainment rates.
-- No more Rapture growth.
-- No more city size limit on supporting specialists.

Governments:
============
-- Anarchy doesn't produce anything (except food), i.e. 100% corruption and waste.
-- Workers work 50% slower in Anarchy and 50% faster in Democracy.
-- You can't rush build in anarchy.
-- Despotism and communism sacrifice people to rush construction (forced labor) instead of paying gold. Forced labor causes unhappiness. -- Republic and Democracy now has war weariness instead of individual units causing unhappiness in home cities.

Cities:
=======
-- Town: size 1-6.  City: size 7-12.  Metropolis: size 13+.
-- Food needed to grow: town 20, city 40, metro 60.
-- A newly founded city can only use the 8 tiles around the center until its border expands due to culture, when it will be able to use all 20 tiles within the city radius.

Culture:
========
-- Certain city improvements and all wonders produce a number of culture points per turn and add to your total culture value. -- Culture influence is used to determine borders. A city start with 3x3 border, and it expands as the city's culture points grow. The increase comes at 10, 100, 1000, 10000 and 20000 culture points. Everything within your border is always visible to you. -- A border city with few culture points may be assilmilated into a more dominant culture nearby. -- When a city is captured, all city improvements that produce culture are destroyed, but not Great Wonders.

Nationality:
============
-- Every population point has a nationality.
-- When a city is conquered by a civ, the citizens in the conquered city will retain their nationality, even as new citizens are born with the nationality of the conquering civ. These "foreign nationals" may "resist" for a number of turns, depending on the cultures of the conquering civ and the conquered civ. Resisters are unhappy and cannot be put to work, and garrison troops are needed to suppress the resistance and prevent revolt. In time, these foreign nationals will be assimilated into the conquering civ's culture. -- Or if you do not want to go into all this trouble, you can choose to raze the city when you capture it. In this case, the city will disappear and a number of workers will be created from the city population.

Resources:
==========
-- Luxury resources makes your citizens happy.
-- Strategic resources are required to build certain units and city improvements, and they are visible only after you have discovered the required tech. -- To use a resource, you need to * take opportunity fire on passing enemy units. build a road to that resource and connect it to your capital through road, harbors or airports. If it is outside your borders, you also need to build a colony on that tile. All cities connected through the trade network will be able to use that resource. -- One resource is enough for your entire civ, and you can trade extras with other civs. In order to trade with another civ, your capitals need to be connceted through roads, etc. -- Resoureces do not change or disappear when jungles or forests are cleared, or when forests are planted. No other form of terraforming is possible. -- Resources can be depleted at random, although it happens rarely. New sources of resorces may also be discovered when workers are improving the terrain.

Terrain:
========
-- Rivers now run along side of tiles instead of through them.
-- No more fast movement along rivers. Instead, movements across rivers do not enjoy road bonus until you discover Engineering.
-- If combat takes place across a river, the defender gets a bonus.
-- In: Flood Plains (always by rivers, of course).  Out: Swamps.
-- Water are now divided into Fresh Water Lake, Coast, Sea and Ocean.
-- Clear Forest and you get Grassland, Plains or Tundra, and you get a one-time bonus of 10 shields towards the production in the nearest city. Conversely, you can plant forests on these terrain once you discover Enginnering. Clear Jungles and you get Grassland or Flood Plains.
-- When you build a city on Forests or Jungle, it is automatically cleared.
-- You can no longer build cities on Mountains.
-- Montains and Hills increase the vision range of units on top of them.
-- Certain terrain is impassable to certain type of units unless a road is built. -- Irrigation can be done only with fresh water, i.e. rivers or lakes until you discover electricity. Irrigation can be done diagnally from another irrigated square or fresh water source, including a city center if the underlying terrain can be irrigated and it is adjacent to another irrigated square or fresh water source.
-- Cities built next to rivers or lake no longer require an aquaduct.
-- Grassland and Plains can now be mined. Of course, it can't have mines and irrigation at the same time; one will undo the other.
-- Hills and tundra can no longer be irrigated.
-- Hills under a city center cannot be mined. This was also true in Civ2 and should be fixed in Freeciv.
-- No more farmland.  Instead, railroad food bonus is back, a la Civ1.

Units:
======
-- Units no longer have home cities, nor do they require shields or food upkeep. Instead they require gold upkeep and are supported by your civ as a whole. -- Settlers now cost 2 population points and only found cities. Tarrain improvements are now handled by workers, which cost 1 population point. Both can be merged back into city population. -- No more caravans/freights. Trade is now abstracted in the form of luxury and strategic resources. -- No more diplomats/spies. Diplomacy and espionage is now done through embasssies. No more bribing of units.
-- Units can be upgraded only in cities with barracks.
-- Some units may require certain strategic resources to build.

Combat:
=======
-- No more firepower.
-- Veteran levels determine Hit Points. Conscript: 2HP. Regular: 3HP. Veteran: 4HP. Elite: 5HP. -- Once you have discovered Nationalism, you use the draft to convert a population point into a military unit. The number of citizens you can draft per turn is determined by your type of govenment, and the unit type is determined by you level of scientific development. All drafted units are conscripts. Draft causes unhappiness in the remaining city population. -- Another benefit of Nationalism is the ability to mobilize your civilization for war. When a Civ is mobilized for war, all cities building a military unit produce one extra shield in every square that is already producing at least one. However, a mobilized Civ may only build military units and military city improvements, and may not build peacetime improvements. -- Zones of control are all but eliminated. Instead, certain units and units in fortresses can take opportunity fire on passing enemy units without initiating full battle. -- Units no longer suffer from tiredness, i.e. movement points less than 1 doesn't reduce attack power, nor does combat damage affect mobility. Also, the last fractional movement point can always be used to make one more move, regardless of terrain.
-- No more destruction of a whole stack of units.
-- If the attacker wins against a single unit in a sqaure, it moves into that square. It stays in its own square if it wins against the defender in a stack.
-- Most units can attack only once per turn.
-- Units that have a speed advantage over their opponent is able to retreat from combat when it has only 1 HP left.
-- Defenseless units can be captured.
-- Air and sea units in a city are destroyed when the city is captured.
-- City walls only provide a defense bonus of 50%, and disappear once your city reaches size 7. Size 7-12 cities have an inherent defense bonus of 50%, and cities larger than 12 have an inherent bonus of 100%.
-- Ranged weapons and warships have bombardment ability.
-- Any time an elite unit wins a battle, there's a small chance a Great Leader will be spawned. Great Leaders can be used to build an Army or to rush build a wonder or city improvement. -- Air units no longer have movement points, but instead a base of operation and range, and perform missions on any square within their operation range.

Barbarians:
===========
-- Barbarians now comes from encampments, which appear in areas where fog-of-war is in place. -- There are no more babarian leaders. Instead, you get 25 gold when you destroy a barbarian encampment. -- Barbarians no longer capture cities. Instead, they take the money and run. -- New Hut Possibility: The minor tribe hands over a map of the surrounding area, a la SMAC.

Wonders:
========
-- In addition to Great Wonders, now there are Small Wonders that every civ can build once certain conditions are met.

Happiness:
==========
-- Happiness no longer depend on the number of cities or your total population. Instead, corruption is now very high and gets worse as you aquire more cities, so now it's much more difficult to control a large empire.
-- Forced labor, Conscription, and war weariness cause unhappiness.
-- Civil disorder now occurs the turn after the city becomes unhappy, similar to how Rapture works. Still, a warning would be nice and should be easily added in Freeciv.

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