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SID MEIER'S CIVILIZATION III: Conquests README
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Modders and Editor users please Reference the EditorSupplement.txt file




CIVILIZATION III: CONQUESTS V1.20+ DOES NOT SUPPORT SAVE GAMES FROM PRE-V1.20 VERSIONS.

v1.22
* Fixed MP Load, MPTournament Game Rules Modification allowed, Industrial tech page fixed, Main Menu Exit can be keyed to


v1.20 Fixes, Changes, Additions
Fixes:
* Corruption calculation error that resulted in negative effects from the Forbidden Palace is now correct.
* Double gold bug is fixed.
* Railroads will always appear under captured cities if you have Steam Power.
* PBEM Games can not be loaded in Single Player
* PBEM: v1.20 Games can not be loaded on earlier versions. Earlier saves can STILL be loaded in v1.20
* PBEM: Previous players Civ can no longer be seen when loading a PBEM game
* Secret Police HQ no longer gives corruption OR OCN bonus when player leaves Communism. Fixed error with Government required buildings not turning off once switched from that government.
* Fixed issue that caused scientific leaders to use only the first name in the list.
* Fixed issue that caused selections on the Foreign Advisor screen to be cleared.
* Fixed issue with the audio preferences (sound volume).
* Greatly improved the ability of Seafaring civs to start near the coast. It should happen most of the time now.
* Fixed numerous problems with Seafaring civs starting near the coast in hotseat games.
* Implemented Seafaring civs starting near the coast in MP games.
* Updated the interface on the world chooser screen so selected options were more apparent.
* Fixed upgrade all bug (for units that do not have the upgrade ability but are part of the upgrade chain).
* Added feminine titles for Despotism, Feudalism, and Fascism (for English default 
rules only!).
* Editor: Added Flavors to the Import dialog.
* Corrected display of silk as luxury in city view in Rise of Rome
* Corrected Scourge of God splash screen art in Fall of Rome
* Build road/fort animations now show for Legionary in Fall of Rome
* Cataphract now uses Ancient Cavalry art in Middle Ages
* Corrected Mining tech art in Age of Discovery
* Fixed Random Civ MP Launch OOS
* Optimized main menu code.
* Cleaned up INI preferences code
* Updated Civilopedia.txt Forbidden Palace to explain that all cities are still affected by distance from the Real Capital.
* Updated Civilopedia
* Updated PediaIcons.txt
* Fixed Credit Typos
* Updated AI Strategies in Conquests: Mesopotamia - Galley (Naval Power), Enkidu Warrior (Offense), Rise of Rome - All legions (Defense OFF), MesoAmerica - Acali & Great Acali (Acali:Unload/Upgrade & Naval Transport, Great Acali (Upgrade Unit OFF), Age of Discovery - Javelin Thrower (Offense), Missionary (Capture, Offense), WWII Pacific - Fighter Bomber (Bombard!)

Changes:
* Histograph keeps tracking defeated Civs
* Electronics requirement removed from Motorized Transportation
* Radio Tech removed
* Civil Defense requires Electronics
* Advanced Flight now requires Electronics
* Radar Towers require Advanced Flight
* MPTournament: Tiny & Small maps can be played with 8 players
* MPTournament: Map sets Oceans to 40%
* MPTournament: Map Trading moved back to Map Making
* MPTournament: Enkidu cost raised to 15
* MPTournament: Ancient Cavalry defense lowered from 2 to 1
* MPTournament: Captured cities retain culture
* MPTournament: Turn slices lowered from 24(base)/3(per-city)/1(per-unit) to 16/2/1
* MP: City goodie hut spawns are not possible in Elimination Mode
* Fixed QuickCiv Description 
* Shifted minimap and unit info boxes slightly inward to prevent problems with scrolling and button-clicking.
* Re-enabled Intel optimizations from PTW.


Additions:
* Implemented Allow Scientific Leaders Rule
* Implemented ability to enter a seed value on the world setup screen. It is located in the upper-right corner. Any character can be entered as the seed. If the seed is 0 (the default), it will generate the world normally. If every character is a number, the value is interpreted as the seed value and used to generate the world. In all other cases, a hash table formula is applied to the string to generate a unique value that is used to generate the world. While it is technically possible for two different strings to evaluate to the same seed, it is unlikely (i.e., SEED is not the same as DEES -- upper- and lower-case letters will yield 
different results as well).
* Implemented the "Play Last World" option. This option appears on the main menu after playing the first SP random-map game. When chosen, the player is taken to the world chooser with the seed filled in and all the previous settings selected. The player can make any changes or keep the world exactly the same. Note that if ANY changes are made on this screen, the map that is generated will be different. Next the player is taken to the player setup screen with all the civs and settings from the previous game 
selected. Again, the player can make any changes or keep the settings the same. If ANY civs are changed, player starting locations MAY change (depending on the number of seafaring civs, actually). 
* Implemented support for CAPS LOCK to work as the SHIFT key to skip unit movement animations (so you don't have to hold shift for the AI's turn to skip the animations).
* The MP timer values are now read from scenarios (the default values remain unchanged).
* Editor: Added MP timer values to the Scenario Properties. There are 3 values: Base, Per Unit, and Per City (with defaults of 24, 1, and 3, respectively). They represent the Base amount of time per turn + the amount of time Per Unit + the amount of time Per City (number of units/cities used each turn are based on the player with the most units and the player with the most cities on that turn). The values can range from 0-100. The higher the number, the more time per turn. The scenario MPFastCiv3Conquests was added to demonstrate this change. You may not notice much of a difference initially but the turns quickly become faster as you get more cities and units.



NOTES:
* City view is disabled while playing the Conquests. This was done because the creation of art assets to fit every scenario was considered a lower priority than expanded gameplay.
* City view art for the New Wonders do not appear in the City View screen. Sorry.
* Corruption is always going to be a huge debate but we hope you enjoy the changes that have been made.



Thanks for all of the support!

Firaxis Games, March 2004




-----------------------------------------------------------------
This file contains helpful information, late-breaking 
news and a description of certain functions which 
were not implemented when the On-Line Help feature 
and manual were created.

Don't forget to visit www.civ3.com 


   I - SYSTEM REQUIREMENTS
  II - AUDIO LEVELS
 III - DIRECTX AND COMPATIBILITY
  IV - VIDEO CARD CAPABILITY
   V - DISK CAPACITY 
  VI - TECH SUPPORT
 VII - ADDITIONAL NOTES
VIII - END USER LICENSE AGREEMENT



I - SYSTEM REQUIREMENTS
-----------------------
SYSTEM REQUIREMENTS
Operating System:	Windows(r) 98/Me/2000/XP
Processor:	Pentium(r) II 400 MHz
Memory:	128 MB
Hard Disk Space: 800 MB free (in addition to the 600 MB required by Civilization III)
CD-ROM Drive:	4X or Higher
Video:	1024x768: Windows(r) 98/Me/2000/XP-compatible video card*
Sound:	Windows(r) 98/Me/2000/XP-compatible sound card*
DirectX(r):	DirectX(r) version 9.0b (included) or higher
LAN or Internet connection required for some multiplayer modes
High Speed Internet Access recommended for 5 to 8 player games
Microphone required for voice chat
*Indicates a device that is compatible with DirectX(r) version 9.0b or higher.



II - AUDIO LEVELS
------------------

Volume levels have been adjusted optimally for game play.
Note however, that if you experience offset levels 
adjustments can be made using the windows sound system.

>From the desktop, select Start / select Programs /select 
Accessories / select Multimedia or Entertainment / select Volume Control. 
Adjust volume levels accordingly. 
>From the Civilization III: Conquests Main Menu, select Preferences. Then
adjust the volume levels using the Music & SFX sliders.



III - DIRECTX AND COMPATIBILITY
----------------------------------

"Civilization III: Conquests" requires Microsoft DirectX 9.0b
drivers installed and correctly functioning on your system. Following the
installation of DirectX 9.0b you will need to relaunch the 
Civilization III: Conquests installation program. 

If you experience difficulty with DirectX 9.0b, contact your
sound or video card manufacturers to obtain their latest drivers.



IV - VIDEO CARD CAPABILITY
-------------------------
The video card and software drivers must be DirectX 9.0b compatible. 
If you experience problems or difficulty with graphics, contact your 
card manufacturer for the latest documentation 
and drivers. 



V - DISK CAPACITY AND SWAPFILE SPACE
--------------------------------------

Regardless of your "Civilization III: Conquests" installation 
choice it is mandatory that you have at least 400MB free space 
on your hard drive before running the game. 
If disk space is low, you may experience crashing and/or 
graphics drop outs.  For best performance, ensure 
that you have at least 600MB free space before 
launching "Civilization III: Conquests"



VI - TECH SUPPORT
--------------
TECHNICAL SUPPORT (U.S. & Canada)


Help Via the Internet
Up-to-the-minute technical information about Atari products is generally available 24 hours a day, 7 days a week via the Internet at:

http://www.atarisupport.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.

Note: In the event we must send you a Hint Sheet, FAQ document, patch or update disc via E-mail, we may require verifiable consent from a parent or guardian in order to protect children’s privacy and safety online. Consent Forms are available at the web site listed above.
Help Via Telephone in the United States & Canada


For phone assistance, call Atari Technical Support at (425) 951-7108. Our Interactive Voice Response system is generally available 24/7, providing automated support solutions 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 usually 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.) Note: Some products simply feature a five-digit Part # without an “04-” prefix.
Live support is generally available Monday through Friday, 8:00 AM until 6:00 PM (Pacific Time). Note: We may be closed on major holidays.
Before making your call, we ask that you be at your computer, have the following information available, and be ready to take notes:
·	System Make and Model 
·	Processor Type
·	Operating System, including version number (such as Windows® 98; Windows® Me)
·	RAM (Memory)
·	Video and sound card data and drivers
·	Any screen or error messages you’ve encountered (and where)


Product Return Procedures in the United States & Canada
In the event our technicians at (425) 951-7108 determine that you need to forward materials directly to us, please include a brief letter explaining what is enclosed and why. Make sure you include the Return Merchandise Authorization Number (RMA#) supplied to you by the technician, and your telephone number in case we need to call you. You will receive the mailing address when the technician gives you the RMA#. Any materials not containing this RMA# will be returned to you unprocessed.


Warranty Policy in the United States & Canada
If our technicians determine that the product storage medium is found to be defective within ninety (90) days of original purchase, (unless otherwise provided by applicable law), Atari will replace the item free of charge, to the original purchaser, if the item is accompanied by the original dated receipt and packaging.



VII - ADDITIONAL NOTES
------------------------------
INSTALLATION: Installing Conquests within a nest of folders can force the installation to close. Many computers require a moderate # of levels within a folder group. This will only become a problem for those people that installed Civilization III to a deep folder. 
IE: C:\Games\Strategy\Turn-Based\Civilization Series\Third Installment\Firaxis Games\

If you receive an installation error while copying files to your computer, please check the CD for scratches, dust, and dirt. After cleaning the CD, attempt to re-install. If cleaning does not prevent the error, please contact the store you purchased Civilization III: Conquests to obtain an exchange copy of the game. The common cause of failed installations is a bad CD burn.

The DIRECTX installation recognizes DirectX 9.0a as 9.0b. We recommend that you install 9.0b to prevent any potential problems.


COMPATIBILITY: Users should download the latest service pack and Critical Updates for Windows to ensure that their computers are up to date with the latest drivers and protection. This can easily be obtained by selecting TOOLS->Windows Updates while in Internet Explorer. Windows Updates can help prevent or stop instability and compatibility issues. Please also make sure that you have the latest video and sound drivers from the hardware's manufacturer.


MULTIPLE CD-ROM DRIVES: The Autorun menu does not function correctly if the CD is inserted into a secondary CD-ROM Drive. We recommend that the primary drive always be used.


MULTIPLAYER:
For Internet Multiplayer, please be aware that only 1 player PER GAME can be behind an unconfigured and closed firewall! The player who is behind the firewall should join last since any players joining after them will not be able to connect.

With Multiplayer behind a Firewall, it is important that DirectPlay Port #2303 also be opened. This is a new port used with DirectX 9.0b and helps improve connectivity. Please see the manual for more information regarding the appropriate port addresses to open to allow game hosting. Please consult your routers manual to ensure that you are opening the ports correctly.

Multiplayer Locked Alliances: Human players must be set for both teams or the game will immediately end.


GAMEPLAY:
Disasters such as plague and volcanic eruption do not occur in multiplayer games.

ARMIES: Besides the abilities listed in the Civilopedia, an Army unit also has the "Blitz" capability (it can attack twice in the same turn), its movement rate has been increased by one, and units in an Army heal faster than they would if they were not within the Army unit.

CAPTURED WORKERS: In order to differentiate a foreign (i.e., captured or enslaved) worker unit, it now displays different unit art than the standard worker. 

Note: Captured workers work at 50% the speed of regular workers.


WONDER VICTORY: The "Wonder Victory" is actually a Time Limit type of victory condition; i.e., when the Wonder Victory is in effect, the game ends immediately upon completion of the last Great Wonder.


CONQUEST - AGE OF DISCOVERY:  No civilization may build a city on a forest or jungle in this scenario.  Also, note that you earn 500 VPs each time you capture a treasure from another civilization.


SAVE FILE COMPATIBILITY:  In general, it is recommended that any game started in Civilization 3 or Play The World should be finished before installing the Conquests expansion.  Nevertheless, saved games from those previous versions will load into Conquests.  It is recommended that Civilization 3 saved games be first loaded into Play The World and resaved.  Then these new Play The World saved games can be loaded into Conquests.  Loading Civilization 3 saved games directly into Conquests should not be attempted.



VIII - END USER LICENSE AGREEMENT
------------------------------

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Trademark and Copyright
-----------------------
(c) 2003, Atari Interactive Inc. All Rights Reserved
Manufactured and marketed by Atari, Inc. New York NY
All trademarks are the property of their respective owners.

Sid Meier's Civilization(R), Civ(R), CIVILIZATION(R) are U.S. registered trademarks
Firaxis Games is a trademark of Firaxis Games, Inc. 

Windows and Direct X are either registered trademarks or trademarks 
of Microsoft Corporation in the United States or other countries.

Pentium is a trademark or a registered trademark of Intel corporation 
or its subsidiaries in the United States or other countries.