View Full Version : C3C: All 31 civilizations on a standard size world


kettyo
Jan 11, 2004, 04:46 PM
version 1.05

This is a scenario for Civ3-Conquests which allows you to include all 31 civilizations in an epic game on a random generated standard size (100×100) world.

In order for the civs to have the most valuable land possible the following world settings have to be choosen at the world setup screen:

-60% ocean coverage (for most land)
-continents (for most interesting gameplay)
-wet climate (for most wresh water for irrigation)
-temperate (for most good land)
-5 billion years old (for the least mountains so most land to civs)

I seriously recommend to make sure the above world settings are used when playing this scenario. :thumbsup:

General corruption is reduced to 70% to be worth waging wars on distant civs.
Optimal number of cities is scaled corresponding to the firaxis formula and so now it's 15.

The game must end with a victory condition fulfilled
(it theoretically also ends in 3750 AD but it's VERY unlikely :cool: )


Installation is easiest.
Put the scenario file (.biq) and optionally also the info file (.txt)
to \conquests\scenarios folder.

When you have interest in it please give it a try and share your experiences with me and tell me your opinions.

Of course theoretical opinions are welcome too. :D

Happy civing and :thanx: for your interest!


History

v1.05
-corrected ocn to scale properly corresponding to the firaxis formula
i have understood the developers formula for scaling ocn and updated the mod accordingly
previously ocn was so high that rank corruption barely had any effect

v1.04 (downloaded 136 times)
-feudalism unit maintenance is 3 gpt again (as with default rules)
to counter the massive city placement tactic somewhat

v1.03 (downloaded 89 times)
-ai respawning and seed preservation is re-enabled
to get the default rules button in player setup screen back
you can turn these options off if you like before starting a game, with two clicks

v1.02 (downloaded 11 times)
-removed faster tech development
this help seems unnecessary

v1.01 (downloaded 226 times)
-fixed feudalism

v1.00 (downloaded 36 times)
-original release


An alternate version for huge maps is downloadable below on this page! (post #13)

HeartOfTroy
Jan 12, 2004, 03:17 AM
Thanks for making it!

Later

HOT

trumpeteer
Jan 13, 2004, 08:27 AM
Yay. A Standard-size map too, giving approximately 1 tile for each European civ. Woo hoo...

kettyo
Jan 13, 2004, 08:58 AM
Originally posted by trumpeteer
Yay. A Standard-size map too, giving approximately 1 tile for each European civ. Woo hoo...

This mod is for random generated standard size maps not an Earth map. :cooool:

kettyo
Jan 17, 2004, 05:08 AM
Version 1.01 is now downloadable !

-fixed feudalism bug
units now cost 1 gold per turn as they should (not 3)


Thank you for the 36 downloads of v1.00

Artofcybermars
Jan 23, 2004, 01:59 AM
wow talk about all war all the time be fun. Must Dl this if and when I get conquests

kettyo
Jan 23, 2004, 02:42 AM
Originally posted by Artofcybermars
wow talk about all war all the time be fun. Must Dl this if and when I get conquests

Yeah many civs will fall in the early game.
Just hope you'll not included. :groucho:

Quasimodo
Jan 23, 2004, 03:15 PM
Just a quick question:

What is the reasoning for not using the huge map?
Just a wonderin'.

Didn't know if it was a gameplay issue or what.

I've just a few turns into it and it looks great!

Good job and Thanks Kettyo!

genghis_khev
Jan 23, 2004, 05:51 PM
Kettyo, this is deeply cool!!

One problem though, everyone now hates me! It turns out I am actually a war mongering Celt!

This scenario definitely favours civs with strong early UUs.

kettyo
Jan 24, 2004, 04:13 AM
Originally posted by Quasimodo
What is the reasoning for not using the huge map?
Didn't know if it was a gameplay issue or what.

There are two basic reasons.

First, a huge map with all civs would be simply unplayably slow in the lategame. It takes minutes between turns. It's almost unplayable even with the default 16.

Second, it's more subjective, i prefer gameplay to micomanagement. And on huge map there is a whole lot of micromanagement. Getting all the terrain terraformed on huge map makes the game boring for me. Also i don't like to control the production of so much cities. And i definitively would not go for domination on huge map because it's really tiring to capture and maintain so many cities.

Though when interested i could make it for you in 5-10 minutes. ;)


Originally posted by Quasimodo
Good job and Thanks Kettyo!

I'm happy with Your joy. :)

kettyo
Jan 24, 2004, 04:16 AM
Originally posted by genghis_khev
This scenario definitely favours civs with strong early UUs.

Undoubtable.
But i couldn't give the F-15 to the americans right from the start. :D

kettyo
Jan 24, 2004, 04:48 AM
Quasimodo,

Also you can see that corruption and tech cost scales with map size but unit movement not.

For small and tiny it's impossible for sure.

But for large and huge i think that a scaling of road movement rate and naval speeds would be absolutely necessary.
For instance with default rules on huge when you sail your units toward a distant enemy to attack the units might become obsolete by the time you get there. :p
Also it takes too long for your troops to react to an enemy attack or invasion (before railroads).

kettyo
Jan 24, 2004, 08:56 AM
Quasimodo and other friends,

Here is a version for huge maps !

Very similar to the standard map version with the following differences:

-You have to use a huge map (of course:))
-OCN scales corresponding to the firaxis formula
-Moving units on road costs 1/5 movement points and all naval units movement rating increased by 60% to scale with the bigger distances
-150.000 culture points are required for an overall culture victory


History
--------

v1.05
-corrected ocn to scale properly corresponding to the firaxis formula
i have understood the developers formula for scaling ocn and updated the mod accordingly
previously ocn was so high that rank corruption barely had any effect

-increased the total culture points requirement for overall culture victory to 150.000

v1.04 (29 downloads)
-feudalism unit maintenance is 3 gpt again (as with default rules)
to counter the massive city placement tactic somewhat

v1.02 (13 downloads)
-ai respawning and seed preservation is re-enabled
to get the default rules button in player setup screen back
you can turn these options off if you like before starting a game, with two clicks

v1.01 (4 downloads)
-removed faster tech development
this help seems unnecessary

v1.00 (26 downloads)
-original release

genghis_khev
Jan 24, 2004, 10:39 AM
Originally posted by kettyo


Undoubtable.
But i couldn't give the F-15 to the americans right from the start. :D

Make F-15s available with bronzeworking. That should do it!! :D

Would this actually make the American civ playable? :mischief:


Originally posted by kettyo


Here is a version for huge maps !

Calm down lads and spare a though for us poor snails running 1Ghz systems!!! I don't want to wait 3 days between turns!! Well I suppose if you got it, use it, right?

Verax
Jan 24, 2004, 02:28 PM
Can this scenario be played multiplayer?


thanks,

Verax

Firestorm
Jan 24, 2004, 03:59 PM
Just made my 1st download.....

good stuff.

kettyo
Jan 25, 2004, 03:55 AM
Originally posted by Verax
Can this scenario be played multiplayer?

Yes you can as well as any other scenarios.
But it does not have point because multiplayer games are always limited to 8 players.

Verax
Jan 25, 2004, 09:01 PM
yes, that was my real question. Is there a way to get more than 8 civilizations in a multiplayer game?

My friend and I have been playing with a linked alliance coop vs. lots of computer civs.

thanks,

Verax

lordbasl
Jan 26, 2004, 02:22 AM
I downloaded and played the medium map version of the mod. Lots of fun! I played Persia, figuring that an early GA and a flood of Immortals rushed at my neighbors would catapault me into an early and insurrmountable lead.

Very good mod, but for a couple of oddities: I was playing on a system with the 1.15 beta patch (1.12 and the 1.13 beta stacked atop C3C) . Once I met most of the 31 civs, where I was to the point I had the 'more civs' button in the diplomacy (foreign advisor) screen, I had a couple of program crashes when changing leaderheads displayed on the "wheel of fire" (Babylon 5 reference...) and right after killing a civ when clicking the "view the big picture" option.

One more idea: I call this the "31 Civ Salute" or "31 Flavors of Civ" mod. Considering a snappy name for the mod? Try one of mine:)

lordbasl
Jan 26, 2004, 02:35 PM
This is an idea I really like:

Assume two human players and 29 AI-run tribes Set up a locked alliance for the human players, make the scenario playable via hotseat or PBEM.

I too have a Civ-buddy with whom I'd like to play co-op in a locked-alliance game. Any way to make this idea come to fruition with 31 tribes?

--LordBasl

kettyo
Jan 26, 2004, 02:56 PM
Originally posted by Verax
Is there a way to get more than 8 civilizations in a multiplayer game?

I think not and it could be understood.
The constant diplomacy/trading between too many civs (no matter whether AI or human) would make a multiplayer game unplayably slow because of the turn based structure of the game.

kettyo
Jan 26, 2004, 02:59 PM
Originally posted by lordbasl
I too have a Civ-buddy with whom I'd like to play co-op in a locked-alliance game. Any way to make this idea come to fruition with 31 tribes?

No, unfortunately.
The limit of 8 is hard-coded.

kettyo
Jan 26, 2004, 03:23 PM
Originally posted by lordbasl
Once I met most of the 31 civs, where I was to the point I had the 'more civs' button in the diplomacy (foreign advisor) screen, I had a couple of program crashes when changing leaderheads displayed on the "wheel of fire" (Babylon 5 reference...) and right
after killing a civ when clicking the "view the big picture" option

Sounds like a bug.
I suggest you post this in the conquests bug report thread to get firaxis aware of this issue.

In the meantime i would recommend you to use the diplomacy shortcut (Shift+D or click on the small 'D' button on the lower right panel of the main screen) instead of the foreign advisor for diplomacy meetings. You could use it much faster too.

Originally posted by lordbasl
One more idea: I call this the "31 Civ Salute" or "31 Flavors of Civ" mod. Considering a snappy name for the mod? Try one of mine:)

I like the name '31 civs salute'. :goodjob:
I shall change the name of the mod with the next version.
Not right now because it would reset the download counter to 0 and i really love to see that my mod has been downloaded more than 200 times. :D

Thanx for the idea ! :smoke:

I shall surely leave the name of the thread though because that's the point of this mod actually.

kettyo
Jan 27, 2004, 05:33 PM
Version 1.02 is now downloadable !

-removed faster tech development
this help seems unnecessary


Thank you for the 226 downloads of v1.01

Huge map version is also updated

kettyo
Jan 27, 2004, 05:48 PM
lordbasl,

I really :love: the name '31 civs salute'.
Added it as nickname of the mod in the first post.
I keep the original name for primary name because the mod was announced at that name on Civfanatics main page and i'd like to avoid confusion.

Bambul
Jan 28, 2004, 12:18 AM
When I used to play 16 Civs on a regular map only a few of the 8 luxuries would be generated. Does this happen with this mod? This makes a big difference, especially once you start getting 4+ luxuries because of the increasing marginal effect (so that declaring war and losing 1-2 luxuries can mean 8 lost happy faces in all your cities).

kettyo
Jan 28, 2004, 10:46 AM
Originally posted by Bambul
When I used to play 16 Civs on a regular map only a few of the 8 luxuries would be generated. Does this happen with this mod? This makes a big difference, especially once you start getting 4+ luxuries because of the increasing marginal effect (so that declaring war and losing 1-2 luxuries can mean 8 lost happy faces in all your cities).

This mod should not alter appearance ratio of luxuries.
So far i have not experienced such.
But you are actually who know what to look for. :)
Try it yourself! Turn on 'reveal map' in editor and you'll instantly see all luxuries (and everything). ;)

kettyo
Jan 28, 2004, 11:29 AM
Version 1.03 is now downloadable !

-ai respawning and seed preservation is re-enabled
to get the default rules button in player setup screen back
you can turn these options off if you like before starting a game, with two clicks


Thank you for the 11 downloads of v1.02

Huge map version is also updated

kettyo
Jan 30, 2004, 04:13 AM
Version 1.04 is now downloadable !

-feudalism unit maintenance is 3 gpt again (as with default rules)
to counter the massive city placement tactic somewhat


Thank you for the 89 downloads of v1.03

Huge map version is also updated

Sims2789
Jan 31, 2004, 10:49 PM
there's one problem: there is no map.(download file and open for details).

DJ54
Feb 01, 2004, 09:34 AM
um.. read the first page. It shows you how to set up the map. One isn't included, you have to generate it. :p

kettyo
Feb 01, 2004, 09:48 AM
Yeah this mod is for random maps.

The random map settings that are seriously suggested in first post and the readme are to give the most usable land possible to the civs.

kettyo
Feb 01, 2004, 09:53 AM
In the case when you would like to play more games with the same (generated) map you could also generate map with the editor and then save it as a new scenario.

You can also export the rules of this mod to any other scenario with standard size map.

;)

kettyo
Feb 01, 2004, 09:56 AM
[wrong post] :p

lordbasl
Feb 01, 2004, 01:38 PM
Some issues:

1. Luxuries: I have had no luxuries issues in the three games I've played with this mod -- one on a Standard map and two on a Huge map.

2. Huge map needs the cultural victory conditions changed from 100K to 150K. Both my games (Persians_ ended in a 100K Culture vivtory around 1850.

-- Lordbasl

kettyo
Feb 02, 2004, 01:07 AM
Originally posted by lordbasl
Some issues:

1. Luxuries: I have had no luxuries issues in the three games I've played with this mod -- one on a Standard map and two on a Huge map.

2. Huge map needs the cultural victory conditions changed from 100K to 150K. Both my games (Persians_ ended in a 100K Culture vivtory around 1850.

-- Lordbasl

Thank you lordbasl!

I shall look into the culture issue with huge map as soon as my worktime is over. :)

kettyo
Feb 02, 2004, 12:19 PM
Version 1.05 is now downloadable !

-corrected ocn to scale properly corresponding to the firaxis formula
i have understood the developers formula for scaling ocn and updated the mod accordingly
previously ocn was so high that rank corruption barely had any effect

-in the huge map version the total culture points requirement for overall culture victory is increased to 150.000


Thank you for the 136 downloads of v1.04

kettyo
Feb 02, 2004, 12:25 PM
Thank you lordbasl (and everybody) for the feedback. :thumbsup:

lordbasl
Feb 02, 2004, 12:34 PM
Now THAT's what I call SUPPORT!

I'll try the new map when my workday is done.

--lordbasl

kettyo
Feb 02, 2004, 12:59 PM
[wrong post]

just said stupidities
don't care!:crazyeye:

Firestorm
Feb 07, 2004, 04:19 AM
mmmmmmm...

version 1.05- more good stuff...
Any of you gods @ civ care to help me progress past regent?
Hail all X-box users!

kettyo
Feb 07, 2004, 09:00 AM
Originally posted by Firestorm
Any of you gods @ civ care to help me progress past regent?

I'm not a good player at all but i think on a bigger map with massive city placement AI is easy to beat.

Firestorm
Feb 07, 2004, 11:23 AM
Have u considered advertising pangea instead of continent?

I often find that it speeds up war games if conquest is selected.
It also provides easy-prey and superpowers later in the game.

Firestorm
Feb 07, 2004, 11:34 AM
Originally posted by kettyo


I'm not a good player at all but i think on a bigger map with massive city placement AI is easy to beat.

Thanx anyho.:thanx:

kettyo
Feb 08, 2004, 04:12 AM
Originally posted by Firestorm
Have u considered advertising pangea instead of continent?
I often find that it speeds up war games if conquest is selected.
It also provides easy-prey and superpowers later in the game.

It's really the least important of the world settings.

I chose to recommend continents because it provides both land and naval warfare.

In pangaea there is little need for a navy.
In archipelago the value of railroads is heavily reduced and big land battles are rare.

Livio
Jul 20, 2004, 07:40 AM
Is it possible to play dis mod with 1.22 version of C3c? :confused:

Magma
Sep 06, 2004, 07:30 AM
Good mod, but its takes time when u play 31 civs.
Anyway nice mod:D