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Sid Meier's Civilization III

April 19th, 2002

Patch 1.21 released. The patch can be gotten at: ftp://ftp.infogrames.net/patches/civ3/Civ3v121f.exe

Additions v1.21f:

  • Added HOME and END keyboard support to scrollbars.
  • Improved city governor AI.
  • Editor: Added HP bonus to the Units page. The bonus can be anywhere from -20 to +20.
  • Editor: Added Retreat Bonus controls to Combat Experience page.
  • Editor: Added new unit abilities to allow bombarding to be lethal against land and/or sea units.
  • Editor: Added multiple AI strategies for units.
  • Editor: Exposed AI to AI trade rate.
  • Editor: Added Reset Player Data option to Scenario menu which allows resetting of all custom player data to default values.
  • Editor: Added a corruption slider to difficulty level page. It defaults to 100% for all difficulty levels.
    Added Barbarian Activity: No Barbarians.
  • Added Allow Restarting Players rule.
  • Added Preserve Random Seed rule. Turning this off will allow random seeds to be changed when a saved game is reloaded (which makes combat different...).
  • Editor: Added game rules and victory conditions to scenario properties. If defaults are not used, the check boxes are not displayed and their on/off states cannot be changed.
  • Editor: Added playable civs selector to scenario properties. If a civ is not playable, it will not be available for selection for
    both the human player and the opponents nor will it be assigned to any Random civ.
  • Customized game settings for scenarios now work on the player setup screen. If defaults are not used, the check boxes are not displayed and their on/off states cannot be changed.
  • Added "Abandon City" to right-click menu.
  • Compressed saved games.
  • Editor: Displayed active player on status bar.
  • Editor: Setting active player to a barbarian tribe causes placed barbarian camps to use the specified barbarian tribe.
  • Added bubble text to tech chooser for tech names that get cut off.
  • Editor: Game now saves world-builder seed to .INI file for use in generating maps in editor.

Changes v1.21f:

  • Game settings are now stored in any save file that uses them. This prevents players from altering their BIC file and using it in
    an existing game.
  • Editor: Changed the maximum value for the Min. Distance Between Civs to 256.
  • Editor: Improved starting locations for scenarios only.
  • Editor: Renamed "Unique Color" to "Alternate Color" on civilizations page of the rules property sheet.
  • Editor: Removed option to customize world from scenarios that contain a map.
  • Editor: Added support for custom Players to player setup.
  • Editor: Removed some team color palette restrictions.
  • Increased corruption/waste fighting ability of courthouses and police stations.
  • Increased waste fighting ability of We Love The King Day.
  • Decreased Large Map Size to 130x130.
  • Decreased HugeMap Size to 160x160.
  • Draft anger and hurrying unhappiness reduced to 20 turns.
  • War chariots now upgrade to knights.
  • Adjusted advance trading rates for AI.
  • The following units now plays their fidget animations when the fortify: Mech Infantry, Modern Armor, Nuclear Submarine, Panzer, Submarine, Tank, and Transport.
  • Editor: Restricted players from having duplicate races.
  • Removed Mounted ability from all units (flag was unused).
  • Changed Culturally Linked Starting Locations from a pref to a rule.
  • Sped up world builder.
  • Handled some hard-coded icon issues for the city management window.
  • Improved method of detecting modified rules.
  • Mods no longer show gray lines on Science Advisor screen.
  • Editor: Streamlined menu options.
  • Updated resource icon loading so that it's not hard-coded. Any number of resource icons can now be loaded from resources.pcx as longs they are 49x49 with a 1-pixel border (and don't forget to update resource_shadows.pcx).
  • Updated unit icon loading so that it's no longer hard-coded. Any number of unit icons can now be loaded as long as they are 32x32 with a 1-pixel border.
  • The maximum food a tile with a city on it can produce has been changed to 2.

Fixed v1.21f:

  • Page Up/Down in Civilopedia no longer opens random entries.
  • Editor: Fixed bug with Aggression Level slider on Civilizations page.
  • Editor: Updated ERA_NONE techs to work as expected (you can never research them and they don't impede era advancement but they can be assigned as free techs).
  • Removed "God mode" save cheat.
  • Fixed crash related to last settler dying on a transport.
  • Fixed bug involving extra movement costs if the unit can't advance after combat.
  • Fixed stack movement bug involving armies.
  • Fixed worker automation bug involving shift-A.
  • Fixed bugs involving setup screen remembering settings.
  • Fixed bug involving maintenance costs and granaries/Pyramids, barracks/Art of War, etc.
  • Fixed bug involving stack movement and combat.
  • Fixed forest planting on enemy territory exploit.
  • Fixed bug in diplo bargaining AI for per-turn gold deals.
  • Improved army healing AI.
  • Fixed bug with how shields were calculated for population hurrying. The first citizen is now worth 20 shields instead of 40
    shields, just like all the other citizens.
  • Air units now stay on interception if their carrier moves.
  • Updated units with Zone of Control in the Zone of Control Civilopedia entry.
  • Updated food from game tiles in the Bonus Resources Civilopedia entry.
  • Updated Coastal Fortress maintenance cost in Maintenance Civilopedia entry.
  • Fixed some bugs involvingg the AI's use of fighters/jet fighters.
  • Fixed some bugs with team color palettes.
  • Fixed highlight bug on world and player setup screens.
  • Fixed combo box bug.
  • Correct Knight Death SFX now plays.
  • Editor: Fixed bug that allowed rivers in water.
  • Editor: Fixed bug that did not properly set rivers when turning water into land.
  • Fixed bug which allowed rebasing bombers which had already bombed using group movement.
  • Noted that a Temple is required to build a Cathedral in it's Civilopedia entry.
  • Noted that a Library is required to build an University in it's Civilopedia entry.
  • Fixed SFX problems with Rifleman and Cavalry.
  • Fixed typo that prevented a Paratrooper from displaying it's fortify animation.
  • Editor: Fixed some barbarian bugs. Barbarians are now forced to be the first civ.
  • Editor: Fixed some bugs with Add/Delete buttons.
  • Fixed bug with civ-specific abilities that caused them to be displayed in the "Dawn of Man" popup even when they were turned off.
  • Fixed building prerequisites to allow buildings to require buildings that are bestowed by other buildings but only if 1 is required. If more than 1 or required, they must actually be built.
  • Fixed bug in culture win where the Civilopedia cursor would show up in the wrong place.
  • Fixed Foreign advisor bug where recently met civs would not appear on the screen in a > 8 player game.
  • Fixed bug in Civ3 where Scout runs an extra space after revealing a goody hut.
  • Fixed bug where greater than standard hit points left artifacts on the screen.
  • Fixed bug involving not being able to draft certain types of defensive units.
  • Wonders now work with the government specific field.
  • Fixed domestic advisor crash.
  • Worker death SFX now play in ancient and middle ages.
  • Fixed bug that caused government-specific wonders and improvements to continue functioning when the government is changed.
  • Editor: Fixed bug when placing irrigation on water.
  • Fixed bug that caused icons to disappear from techs on Science Advisor screen.
  • Editor: Fixed bug with New which caused some map data to be retained.
  • Updated All Terrain As Roads unit ability to work with water units.
  • Updated water unit movement to take into account the cost of the terrain type.
  • Fixed bug in script with duplicated/missing key for science advisor (strong funding message had the same key as average funding).
  • Nuclear Plant Civilopedia entry corrected.
  • Fixed advisor bug where science funding was incorrectly calculated.
 


December 7th, 2001

Civ III Patch 1.16 released!!

Firaxis has released the 1.16 version of the Civ III patch, available on their website www.civ3.com Thanks to Provost Harrison for the tip. After you download the patch, discuss it on the Civ 3 forums, and let us know what you think.

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.
 

Changes to Civ III...

Editor:
Added Barbarian Combat Bonus to difficulty level tab.
Added Cost Factor to difficulty level tab.
Added AI unit support bonus to difficulty level tab.
Added AI bonus starting units to difficulty level tab.
Added AI max. govt. transition time to difficulty level tab.
Added corruption modifier to difficulty level tab.
Added a number of armies requirement for Improvements and Wonders.
Added a small wonder ability checkbox for "Requires a Victorious Army" for Improvements and Wonders.
On General Settings, added Border Factor which controls border expansion.
On General Settings, added Future Tech Cost.
On General Settings, added Min. Tech Turns.
On General Settings, added Max. Tech Turns.
On General Settings, added Golden Age Duration.
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.

Removed unused Description field from Improvements and Wonders.
On General Settings, renamed Border Expansion Multiplier to Lvl. Multiplier.

Changes:
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 at a time.
Improved City Governor Performance.
The maximum number of cities permitted in a game is 512, increased from 256.
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.
Police Stations now reduce corruption in the city they are built in.
The maximum number of turns it can take to research an advance has been increased from 32 to 40.

Fixes:
Fixed scroll problem on some Nvidia graphics cards.
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 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.

December 2nd, 2001

CivTrivia has come to an end!

Civ3.com has terminated CivTrivia. After a very close contest for the top score, Gramphos has won with 2490 of a possible 2510 points.

Top Scores
Gramphos 2490pts
PK 2480pts
radius 2410pts
GS 2380pts
Locutus 2330pts
SkankyBurns 2320pts
StefanBaert 2320pts
kebzero 2260pts
jnewsom_gnr 2220pts
auburn 2200pts
- total possible points: 2510

December 1st, 2001

CivTrivia: "Desert Topping"

What links Port Said to Port Tawfiq?"

  • The Persian Gulf
  • The Red Sea
  • The Suez Canal
  • The Straight of Hormuz

Play CivTrivia at Civ3.com


November 30th, 2001

CivTrivia: "Absolute Love Hurts"

What powerful man told the New York Times, in 1971: “Power is the great aphrodisiac”?

  • Charles De Gaulle
  • Henry Kissinger
  • Richard Nixon
  • Mao Zedong

Play CivTrivia at Civ3.com

 

Civilization III Expansion Pack?

Inspired by the Expansion pack thread started at Apolyton, CGN has created its own poll to discover which civilizations should be included in the proposed Civilization III expansion pack. Cast your vote.

 

Adopt a Civ!

ColonyPod has organized a thread in which you can Adopt a Civilization to gather information, strategies, and suggestions concerning each civ. Adopt a Civ today.

November 29th, 2001

CivTrivia: "Happiness is a Warm Gun"

What did Mao Zedong claim "grows out of the barrel of a gun"?

  • Patience
  • Political Power
  • Revolution
  • Wisdom

Play CivTrivia at Civ3.com

Civ of the Week: Americans

Leader: Abe Lincoln
Unique Unit: F-15
Capital: Washington DC

The Americans are an Industrious and Expansionist Civilization, which means they begin the game with a scout, and the technologies of Pottery and Masonry.

The F-15 replaces the jet fighter, but experiences a doubled bombard strength and rate of fire. Oil and aluminum are required to build the F-15.

Find out more about the Americans and past Civ's of the Week at Civ3.com

Reviews


December 1st , 2001

Strategy Gaming Online gives Civ III 8/10 rating:

Despite some flaws, Civilization 3 continues to be the king of the "just one more turn" syndrome and is a must buy for grand strategy fans.

Civilization has long been one of the gold standards in strategy gaming lore. Heroes of Might and Magic, Master of Orion, Command and Conquer, and even the relatively new Age of Kings are members of this exclusive club. These are strategy games that other titles want to be when they grow up. Although the Command and Conquer series has grown somewhat stale after all of these years, people keep coming back for more in droves. Heroes of Might and Magic pretty much invented the "gold" edition and is available in about 100 packages and variations, but folks just can't seem to get enough of them. Two Civilization games were published prior to this year. Sid Meier's Civilization is what most "grand" strategy fans lust for and fall over each other to purchase when they show up in stores. Only a few games can get away with publishing "limited" and "standard" editions at the same time and Civilization is one of these titles.

The real problem for any developer trying to improve upon the Civilization series is that (a) the fans are rabid and (b) any deviation too much from Civilization norms results in much gnashing of teeth by hardcore players. If you are Brian Reynolds and already have the Meier seal of approval, you can develop a game like Alpha Centauri that introduces many new twists to the Civilization-like game and not have the faithful want to string you up from the highest tree. The poor folks at Activision introduced all sorts of new ways of conceptualizing a grand strategy game in the Call to Power series only to be laughed at and ridiculed by hardcore Civilization fanatics. "A lawyer unit? You've got to be kidding me!" Missed by folks blinded by Civilization brilliance were some pretty neat tweaks and nuances that were ripe for anybody else developing a Civilization style game to pluck from the vine. Also missing this time around is the Meier/Reynolds team that crafted the series in the first place. OK, Sid Meier is listed in the credits, but his role has been described as "play testing". Can Civilization 3 move the grand strategy genre forward in some meaningful way or is it the same old Civilization with prettier graphics?

Read the full story.

 

November 30th, 2001

Some quotes from our posters:

Laser: Last night, I was up until 5 AM in the morning playing Civ3. I originally thought of it as a job. I was going to finish my first game on Chieftan level (16 civs, huge map, I'm the French). But when I finally started getting some new military units (I was sick of Knights and Musketeers), things started to get interesting.

The game has progressed into the Industrial Age, and I find that the pace has really picked up. Maybe that's just because I'm starting to kick some serious AI butt. I've got almost 8000 culture points in Paris where I'm producing 73 culture points per turn. I think I'll win this game by cultural victory, but beating up the Persians (the toughest AI civ) in the mean time is lots of fun.

orange: I got home at 12 AM and decided to fire up Civ. I was on IM during this time, figuring I wouldn't play for long, but eventually I had to tell the people I was talking to that I was to busy playing Civ and that I'd talk to them later. Stayed up until 4 playing, and then after brunch this morning, I played from 1:00 to just now (8:25 PM) when I stopped.

WHAT A RUSH!!

ColdWizard: the game is growing on me, but i've not hit the "just one more turn" point yet. i'm up to ~1600ad and have my continent to myself after wiping out the aztecs twice so i have no comments about bombarding and other combat features. one small thing i noticed that doesn't work right is the customizing of your civ name. at retirement it still gives the name of the original civ (in my case americans instead of virginians) and while playing it grammar problems crop up. for example "an virginian scientist" is displayed when leaving the cursor over a scientist in the city view.

Leo: I have'nt played in a while (playing AoK mostly ), but a can tell you that I really like the Civ 2 way of war better. The game's only weaknesses are probably a) the map editor and b) the way of fighting. I don't use bombard units at all.

 
© Civilization Gaming Network 2001