*********************************** SID MEIER'S CIVILIZATION III README *********************************** Additions v1.29f: * Editor: Added a new flag to terrain types to be able to set whether or not cities can be built on a particular terrain type. * Editor: Implemented city placement. You can now add, delete and edit cities. When a city is placed, a unique name is automatically generated for it. City art will match the era of the player it is assigned to. * Editor: Implemented mouse cursor feedback. If the tile under the mouse is invalid for the current brush type, the invalid mouse cursor is displayed. * Saved last scenario loaded in .INI file. * Editor: Updated Tile property sheet to work with starting locations. * Editor: Added "Reassign" tile option to context menu. * Added Fortify All and Wake All right-click menu commands. * Updated units to allow them to have the names which are set in the editor. * Editor: Added unit-placement option. * Editor: Added ability to delete placed units. * Editor: Added unit properties. * Added additional Hotkeys to Civilopedia entries. * Added "Always Renegotiate Deals" prefs which forces a renegotiation of every non-peace treaty deal every 20 turns. * Editor: Added ability to toggle colony-placement by terrain type. * Editor: Added a colony overlay so that colonies can be added to (and deleted from) the map. * Editor: Added colonies to tile properties. * Editor: Enabled Add/Delete buttons for Civilizations. Note that there is a maximum of 32 Civilizations. * Editor: Added Accelerated Production to Game Settings list on Scenario Properties. It defaults to OFF. * Editor: Added various map text options to View menu. City Names, Number of Units, and Tile Owners can be toggled on or off as desired. Note that City Names and Number of Units both default to ON while Tile Owners defaults to OFF. * Editor: Added a minimap. * Editor: Added some randomness to map editing by setting the seed to something other than 0 (does not change existing maps). * Added Cancel to Go To City popup. * Added a preference for disabling the pop. limit warning. * Added Accelerated Production rule to player setup screen. It defaults to OFF. * Added an error message for missing unit files (to help debug mods that have added/renamed units). * Editor: Added zoom in/out functionality. * Editor: Added zoom level to status bar. * Editor: Added zoom quality controls. * Editor: Added zoom in/out to context menu. * Added an error message for missing entries in pediaicons.txt though this is currently only used for loading tech icons. * Editor: Enabled Add/Delete buttons for Citizens. * Editor: Enabled Add/Delete buttons for Civilization Advances. * Editor: Enabled Add/Delete buttons for Improvements and Wonders. Note that there is a limit of 256 Improvements and Wonders. Also, changing Improvements and Wonders will have NO effect on the city view screen. The city view screen will behave as though the improvements have not been modified * Editor: Updated unit and resource icon loading to handle sprite pages of any width (any height was already handled). * Editor: Added display of city territory boundaries with a View option to toggle this display. * Editor: Added additional speed optimizations to release build. * Editor: Added team color to units, starting locations, text, and territory boundaries. Note that, because of the number of possible combinations of players/civs placed on the map and the number of team colors available, the same team colors can and will be used for different players. * Editor: Added hotkey to toggle minimap (M). * Editor: Added ability to click and drag on minimap. * Editor: Added support for scroll keys and mouse wheel to minimap. * Editor: Added hotkey to switch focus between minimap and main window (Tab). * Editor: Added code to disable zoom on systems that don't support it. * Editor: Added options to redistribute starting locations, natural resources, goody huts, and bonus grassland tiles to the Map menu. * Editor: Added some restrictions to randomly-generated starting locations (can't be placed on goody huts, barbarian camps, cities, units, or colonies). * Editor: Added territory display to minimap. * Added some restrictions to randomly-generated starting location (can't appear on goody huts, barbarian camps, units, cities, or colonies -- this only affects scenarios). * Added error messages for the following items when entries are missing from pediaicons.txt: era splash, wonder splash, victory portraits, building icons. Note that error messages will only be displayed when attempting to load the missing file and this doesn't necessarily occur at game startup. * Updated scenario loading with support for auto-generated city names. City names will always be generated in the same order unless the scenario is modified (so, if a city is assigned "Rome," it will always be assigned "Rome," when playing that scenario). * Editor: Added option to context menu to center on the clicked tile. * Editor: Added "auto" check box to city properties that will cause the city's name to be automatically generated when the scenario is loaded into the game. It defaults to ON if the active player cannot access city names (i.e., they are a player with no civ assigned) and OFF if the active player can access city names. * Added the ability to rename units if they produce a great leader during combat. The player is given a popup to name this unit. * Added error handling for scenarios with an incorrect number of difficulty levels, eras, espionage missions, experience levels, worker jobs, terrain types, and world sizes. The player will be given a message and the game will exit. * Editor: Added various interface enhancements. * Editor: Added ability to import BIC data from other BIC files. * Added an '*' next to experience level name for units that have produced a leader. Changes v1.29f: * Editor: Changed the rename unit confirmation message to only be displayed if there is no corresponding folder and .INI file for the new name. * Disabled tutorial mode when using custom rules (due to a number of problems/bugs). * Sped-up world builder for generated maps. * Circular leader heads used in civ3 are no longer hardcoded. * Fixed crash that occurs on the city screen when a city is connected to more than 8 resources. * Editor: Changed context menu to support cascading popup submenus for the many delete options. * Editor: Renamed "Restart Players" game setting to "Respawn AI Players". * Editor: Renamed references to "Terraforming Improvements" to "Worker Jobs". * Editor: Changed maximum allowable value for Appearance Ratio for resources to 900. * Editor: Renamed "Infinite Range" unit ability to "Infinite Bombard Range". * Removed hard-coding of small luxury icons for city screen. This should remove all art restrictions for adding Resources in the editor. * Renamed "Restarting Players" game rule to "Respawn AI Players" on the player setup screen. * Removed scenario popup if there is no title AND no description AND the rules have not been modified in the scenario. * Removed compression from auto saves. * Moved preferences popup so that it no longer extends off the bottom of the screen. * Changed error message for incompatible scenario versions to make sense for both older and newer versions. * Updated code for loading citizen icons to synchronize it with the number of citizen types in the BIC file. As such, citizen icons are no longer hard-coded. * Moved tech icons into pediaicons.txt. * Synchronized improvement icon loading. * Editor: Removed icon from Civilization Advances page as they are now stored in pediaicons.txt. * Editor: Updated BIC file version to 3.14. * Editor: Optimized rules property sheet for speed. * Editor: Updated improvements page to allow only 1 center of empire. * Editor: Optimized citizen and government pages slightly. * Editor: Set ocean as the default terrain type. * Editor: Renamed all references to 'Goods' to 'Resources'. * Editor: Changed city placement so that roads/railroads are not automatically added to the tile but neither are they removed and they can be manually placed underneath cities. * Editor: Restricted road placement to tiles where the terrain type has a road bonus. * Made a slight change to placement of goody huts and bonus grassland tiles. This will have no effect on existing maps and saved games but it will cause new seed-generated maps to be generated differently than they were prior to this version (i.e., using the same seed before this version and after this version will produce maps with a different distribution of goody huts and bonus grassland tiles). * Removed the water restriction from terraforming so that all terraform types are now based on the terrain type (except for forts). * Changed city code so that a road/railroad is not placed under a city if a road/railroad is not allowed on the terrain type the city is built upon. * Editor: Changed territory calculations. This will cause existing scenarios to have slightly different territory display in the editor only. The territory display in the game for existing scenarios will be unaffected. * Changed Military Advisor to evaluate armies based on relative strengths of units as opposed to number of units. * Changed air units to ignore movement costs of terrain types (this will only have an effect on air units without the Immobile ability). Fixes v1.29f: * Fixed typo in Tactical Nuclear Missile entry. * Editor: Fixed bug with sprite transparency in Windows NT, 2000, and XP. * Editor: Fixed bug with canceling out of the Player Properties. * Editor: Fixed some bugs with players. * Editor: Fixed some bugs with the active player. * Editor: Fixed occasional crash caused by Restore Default Rules and Clear Rules options. * Editor: Fixed bug with undo and cancel on Tile and Scenario property sheets. * Fixed crash with city names and blank city name problem. * Fixed bug in Foreign Advisor with the display of some leader heads. * Fixed bug which forced the main interface to always appear when exiting the citywin. * Fixed diplowin loophole involving renegotiating peace which allowed 0 turn wars. * Fixed bug involving the trade network and destroyed cities. * Corrected Nuclear Plant output on Plants Game Concept Civilopedia entry. * Noted that a Marketplace is required to build a Bank in its Civilopedia entry. * Noted that a Factory is required to build a Manufacturing Plant in its Civilopedia entry. * Noted that a Factory is required to build a Coal Plant in its Civilopedia entry. * Noted that a Factory is required to build a Solar Plant in its Civilopedia entry. * Noted that a Factory is required to build a Hydro Plant in its Civilopedia entry. * Noted that a Factory is required to build a Nuclear Plant in its Civilopedia entry. * Noted that a University is required to build a Research Lab in its Civilopedia entry. * Added Mech. Infantry to the list of units that can be drafted in the game concept Civilopedia entry. * Corrected the Communism draft rate listed in the Draft Civilopedia entry to 2. * Corrected Disease Civilopedia chapter to reflect workers are immune to disease. * Corrected Resistance Civilopedia chapter to reflect resisting citizens do not consume food. * Editor: Fixed bug with help on scenario properties. * Editor: Fixed bugs with tab orders on several property pages. * Editor: Fixed occasional crash. * Editor: Fixed bugs with cancel button on scenario and tile property sheets. * Editor: Fixed bug that caused all language resources to be included in English-language builds. * Editor: Fixed bug that caused number of players to not load correctly. * Editor: Fixed a bug with tile owners displayed on the status bar. * Fixed bug with loading resource icons. * Fixed bug with improvement icons. * Fixed bug that caused bubble text on the science advisor screen to be displayed in the wrong location if the screen resolution is larger than 1024x768. * Fixed bug with .INI option "Quickstart=1". * Fixed a bug that caused old saves to appear to have modified rules. * Fixed some text bugs in labels, civilopedia, and script. * Lined up hot key text in Civilopedia. * Fixed a gender problem with the declaration of war popup. * Sped up game by removing some unit draws for non-visible units. * Fixed bug that prevented air units from being displayed over water tiles. * Editor: Fixed minor bug with status bar. * Fixed minor territory bug. * Editor: Fixed small bug with message-passing system. * Fixed several bugs with interface that occurred when toggling button positions and hiding the interface. * Fixed crash that occurred when there are not enough starting locations to play a game. Now, an error message is displayed and the game exits. * Fixed bug with scenario loading. * Restricted roads/railroads from being built on terrain that has no road bonus. * Fixed minimap to display correctly when the world's aspect ratio is something other than 1:1. * Editor: Fixed some bugs with the redistribution options. * Editor: Fixed bug that caused the minimap to not be updated after loading. * Editor: Fixed bug that caused Future Era and Any Difficulty to not be loaded into the editor correctly. * Fixed a typo in the science advice text. * Fixed bug that allowed team color discs to use civ colors for hidden nationality units. * Fixed bug with citizens not being initially assigned to work in scenarios. * Fixed bug which prevented SAM Battery from working. * Fixed bug that caused no starting locations to be generated on some maps. * Fixed bug that caused worker automation (and goto city) to not work properly if there were no water tiles on the map. * Editor: Fixed a bug where Scenario Properties were not always cleared when loading a new scenario. * Fixed crash that occurred if there were more players than playable civs. * Fixed bug that caused civs to be assigned incorrect colors. * Fixed bug which caused one's own units to attack one's workers. * Fixed unit stack corruption bug caused by the nuke draw functions. * Fixed crash caused by too many units requiring the same tech prerequisite. * Fixed bad icons displayed on science advisor screen. 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 Huge Map 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. 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 involving 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. * 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. * 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. Additions v1.17f: * Added Sentry command: y = wake whenever next to friendly or enemy unit(s) / shift+y = wake whenever next to enemy unit(s). * Added stack movement. Hitting 'j' will produce the goto cursor. Once you select a destination, every unit of the active unit's type in that square will move to the specified location. Air units of the same type will attempt to rebase. * The procedure for checking if the CD is in the drive has been changed to search all possible CD drives on a machine instead of simply the drive they installed the game from. * There are now two types of "Improve Nearest City" commands. shift+'i' = Improve Nearest City. ctrl+shift+'i' = Improve Nearest City Without Altering Improvements. * Editor: Added Undo/Redo functionality. * Editor: Improved river placement and deletion interface. * Added Civilopedia links and cursor to diplomacy window. * Added "Show Wonder Initiation" preference. * Added "Turns to Expansion" readout to culture meter on City Display. Changes v1.17f: * City population drop shadows are now a pref and default to off. * Scrollbar in Domestic advisor lengthened to make use of previously unused line. * Civ-specific units are now part of the regular upgrade chain. * Mobile units now have to make a die roll to determine if they withdraw. Success is also modified by their experience level. * Workers on AI Automation (A/Shift+A) will now sleep in a city when there are no more actions to take. They will automatically awake when something needs to be done (such as clean pollution). * Improved unit activation sequence. * Expanded size of production popup drop list. * Added mention of Wonder and improvement culture contributions doubling after 1000 years to Culture Civilopedia entry. * It is now possible to completely suppress a city's cultural reversion with enough military units. * Reworded luxury resource impact of marketplace and gold contribution in Marketplace Civilopedia entry. * Armies now have the zone of control and blitz ability. * Coastal Fortress maintenance reduced to 0. * Great Lighthouse cost decreased to 300. * Forbidden Palace cost decreased to 200. * Wall Street cost decreased to 300. * Game bonus resource now gives +2 food to its tile. * Oil and Aluminum not longer appear in Plains. * Aluminum now appears in Tundra. * Unhappiness from population rushing production increased to 40 turns. * Building and citizen defense against bombardment increased to 16. * Military Tradition advance now costs 68. * Rocketry advance now costs 240. * Fission advance now costs 280. * Computing advance now costs 260. * Space Flight advance now costs 300. * Nuclear Power advance now costs 280. * Superconductor advance now costs 300. * Miniaturization advance now costs 320. * Synthetic Fibers advance now costs 280. * Satellites advance now costs 260. * Laser advance now costs 280. * Genetics advance now costs 320. * Stealth advance now costs 300. * Smart Weapons advance now costs 280. * Robotics advance now costs 320. * Integrated Defense now costs 360. * The AI no longer trades during the players turn. Fixes v1.17f: * Fixed bug which allowed the user to continue espionage even after the spy is killed. * Fixed bug which prevented cruise missiles from targeting units with only 1 hit point. * Fixed bug which miscalculated average scores (esp. for future techs). * Fixed bug involving explorers and rail movement. * Fixed a number of bugs involving recon missions. * Fixed bug which let coastal fortresses hit submarines. * Editor: You can no longer select Bonus Resources as a prerequisite resource. * Eliminated 'Despot Pop Rushing'. * Fixed pop-up bug involving citizen unhappiness on City Display. * Fixed bug which did not destroy an enemy spaceship if the enemy capital was razed. * Fixed bug which allowed the AI to keep trying to build cities if the city limit had been reached. * Fixed bug which allowed infinite bombardment/precision bombing range. * Fixed AI worker loop bug. * Fixed missing-city-line bug in domestic window. * Fixed AI disband unit bug. * Fixed City Display bugs involving selling improvements and drafting citizens. * Fixed bugs involving unit ordering. * Fixed crash bug involving the civil disorder pop-up. * Fixed bug with the cleanup pollution order. * Fixed Flood Plain Civilopedia entry to correctly state increased food. * Fixed Fortress Civilopedia entry to correctly state +50% defensive bonus. * Fixed misspellings in Communism Civilopedia entry. * Fixed AI bug giving value to worthless techs. * Fixed bug with how capital/spy/embassy icons were being drawn for foreign cities. * Optimized pathfinding for human player to prevent 10-second waits for various orders on huge maps. * Fixed bug which sometimes caused depletion of resources so that there would be < 1 per civ. * Fixed bug which sometimes caused you to not get any techs from Theory of Evolution. * Fixed Communism Civilopedia entry to reflect the correct draft rate of 2. * Fixed typo in Coast Civilopedia entry. * Optimized save and scenario for speed increase. * Build Railroad bubble text now lists the hotkey (Shift-R). * Fixed bug which caused some government buildings not to function correctly. * Fixed bug which allowed civs with no capitals. * Spaceship parts pop-ups now only appear if you have a spy with the corresponding civ. * "beginning wonder" pop-ups now only appear if you have an embassy or spy with the corresponding civ. * Fixed infinite city growth exploit (involving granaries and size 6 cities). * Corrected graphic display corruption on horizontal scroll bars. * The correct scroll bar now always appears in production popup. * Fixed spelling of Archimedes in Physics Civilopedia entry. * Fixed title of "On the Origin of Species by Means of Natural Selection" in the Theory of Evolution Civilopedia entry. * Fixed typo in Jet Fighter Civilopedia entry. * Fixed typos in Modern Armor Civilopedia entry. 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 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. * 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. * Capturing a population 1 city that has no culture will automatically raze it. Fixes v1.16f: * 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. INSTRUCTION MANUAL Included on this product's game disc is an electronic version of the game's Instruction Manual in .pdf format, Adobe Acrobat Reader 5.0 (which enables you to view the manual in .pdf format), and an Install Guide file explaining how to access and use these features. Please refer to the Install Guide file by clicking on the Start button on your Windows(r) taskbar and then selecting Programs > Infogrames Interactive > Civilization III > Install Guide. Updates: * Please check for the latest updates at www.Civ3.com. Changes: * Precision Bombing: Once your civilization has researched the Smart Weapons advance, Stealth Fighters and Stealth Bombers can execute the Precision Bombing mission. Useful only against cities, this mission targets improvements. Should all the improvements in a city be destroyed, Precision Bombing then targets population. * Enabled Buttons: The screen buttons along the right side of the Info Box are enabled based on your current situation. The Diplomacy button becomes enabled after your first contact with another civilization. The Espionage button becomes enabled after researching the Espionage advance. The Spaceship button becomes enabled after the construction of the Apollo Project Small Wonder. The Palace button becomes available after your first Palace improvement. The Histograph button becomes available after the first 1000 years. * Adam Smith's Trading Company: This wonder now pays the maintenance costs for all trade-based city improvements (Marketplaces, Banks, Harbors, and Airports) instead of all improvements with a maintenance cost of one gold. * Peaceful Golden Age: There is a peaceful method of achieving a Golden Age. Each civilization has two of a possible six civilization strengths. Each Wonder of the World is associated with one or more of these strengths. If you build sufficient wonders that match your civilization themes, a Golden Age will trigger. * Armies: Armies now function slightly differently from the description in the manual. When an army is created (either through a leader or military academy) you can load or unload units into the army as described in the manual. Once that army leaves the city of it's construction, you cannot add or remove units from the army. Armies now literally share the hit points of the units within it. For example, an army of 3 regular spearman would have hit points equal to 9. To kill any unit in the army, the entire army must be eliminated. Armies heal at the regular rate of the units, which means that an army will appear to heal faster than a regular unit. The only unit abilities that an army can inherit is mobility, and only when all units in that army have that ability. * Civilization Strengths Changes: Rome: Militaristic and Commercial - Starting Advances: Warrior Code and Alphabet China: Militaristic and Industrious - Starting Advances: Warrior Code and Masonry Persia: Scientific and Industrious - Starting Advances: Masonry and Bronze Working * If you load a scenario that has a rule set different from that of Civilization III, you will receive a warning. This simply means that the scenario may differ radically from Civilization III's balancing and rules. * Multiple Unit Activation: If you right-click on a stack of fortified/garrisoned/holding units, you may activate multiple units by SHIFT+Left-Clicking on each one. Close the window by just Left-Clicking on a listed unit. * Draft Button: After you research the Nationalism advance, a new Draft button appears on the City Display adjacent to the Hurry Button. * Quick Change City Production: If you want to only change the production of a city, SHIFT+Right-Click on the city and select the new production. * Upgrade All: To use the Upgrade All order (SHIFT-U) you must activate a unit. All units of this type will then be upgraded. * Artillery Free Shot: When a land tile with a bombard capable unit in it is attacked, that bombard unit will take one free shot at the attacking unit. * When playing a game with more than 8 civilizations, you can assign specific civilizations to specific slots on the foreign advisor. Shift+Right-Click on the slot you want to change and select the civilization. * Civilopedia Hotkey: Ctrl+C will open the Civilopedia. * United Nations Wonder: This Great Wonder is now enabled by Fission. * Great Library: This Great Wonder is now obsolete when Education is researched. * Art of War: The effects of this Great Wonder are now restricted to the continent it is built on. * Steal Plans: This Espionage mission now allows the player to pinpoint another civilization's units on the Military Advisor. On the turn a Steal Plans mission is successful, when you select the civilization that you completed the spy mission against on the Military Advisor, you can mouseover a unit and it's location will be marked on that screen's mini-map. * Mousewheel Map Scrolling: You can now scroll the map using the mousewheel. Rolling the mousewheel will scroll the map up and down, while Shift+Mousewheel will scroll the map left and right. * Replay Event Logging: You can disable event logging and 'callouts' on the replay screen with the check box on the title of the Event pane. * Ini file tweaks: The first time Civilization III is run, it will create a file called 'civilization3.ini'. The following lines can be added and allow you to tweak the game: *KeepRes=1 - When set to 1, your desktop resolution will be what the game uses. 1024x768 screens will be centered, but you will be able to see much more of the map on one screen. *NoSound=1 - Disables all sound in-game. *Video Mode=1792 / Video Mode=1600 / Video Mode=1280 / Video Mode=1152 - Force screen resolution to one of these settings. * Production Queue: You can add to the production queue by SHIFT+Left-Clicking on an item in the production list. You can delete the production queue in the City Display by hitting Shift+DEL. * Plant Disease: This espionage mission has been removed. * Histograph: The ability to display Histograph information by turn has been removed. Troubleshooting: * Civilization III requires OpenGL support. If you experience problems, make sure to download and install the latest drivers for your videocard and any service pack updates to your operating system. * If you experience movie performance problems on Windows 2000, replace the binkw32.dll in the folder you installed Civilization III into with the binkw32.dll located on the CD in the \Bink\Win2k folder. * Under Windows XP, you need to restart the game if you switch users accounts. * Make sure your video card's hardware acceleration is set to maximum. The game requires DirectX 8.0a to run, and if this setting is less that full many DX8 features are disabled. To can access this setting from the Display control panel. * Enabling Smoothed Screen Fonts: To enable Font Smoothing, open the Display Control panel, select the Effects tab, and check 'Smooth edges of screen fonts'. * First edition versions Windows 95 did not include OpenGL, which Civilization III requires. A program named 'opengl95.exe' can be found in the root of the game's CD, which will install the required drivers. NOTE: This is only for first edition versions of Windows 95 that have trouble running Civilization III. If you don't have a first edition version of Windows 95 or you are not having difficulty starting the game, do not install these drivers! * On Windows 2000, if you experience any problems with fonts or text, make sure to download and install the latest service pack available for this operating system. You can find the latest service pack at www.microsoft.com. TECHNICAL SUPPORT (U.S. & Canada) Help Via the Internet Up-to-the-minute technical information about Infogrames Interactive products is generally available 24 hours a day, 7 days a week via the Internet at: http://www.ina-support.com Through this site you'll have access to our FAQ (Frequently Asked Questions) documents, our FTP (File Transfer Protocol) area where you can download patches if needed, our Hints/Cheat Codes if they're available, and an E-Mail area where you can get help and ask questions if you do not find your answers within the FAQ. Help Via Telephone/Fax or Mail in the United States & Canada For phone assistance, call Infogrames Interactive Tech Support at (425) 951-7108. Our Interactive Voice Response and Faxback system is generally available 24/7, providing automated support and allowing FAQ documents to be faxed to you immediately. Great News! We've improved our Automated Systems so that you can get product-specific Troubleshooting help more quickly. All you need to do is enter the product's Part # when prompted to do so. This will take you directly to all of our known issues and solutions for this title. The product's Part # is located in several places (on the CD label, package and/or plastic disc case) and is identified by a number such as 04-12345. When prompted by the Automated System, enter the last five digits of your product's Part #. (For example, Part # 04-12345 would require that you enter the "12345" portion of the number for that product.) Live support is available Monday through Friday, 8:00 AM until 6:00 PM (Pacific Time). Note: We may be closed on major holidays. 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