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View Poll Results: Rate this mod!
I can't play Civ without this: no more loading times! 203 66.56%
A good mod, but I won't play with it 54 17.70%
I don't like the map 13 4.26%
I don't like the terrain 9 2.95%
I don't like the additions 5 1.64%
I don't like the rules changes 21 6.89%
Voters: 305. You may not vote on this poll

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Old Jan 17, 2005, 12:16 PM   #5611
Camber
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Sefroth, take a deep breath, everything is going to be OK

The ability to clear jungle and wetlands tiles doesn't come until the Industrial age. Look at the tech tree, and you will find it there. Until then, there are many things that will help. Focus on Food, Food, Food, build a Granary, and use workers to irrigate a lot. If you keep your granary full at all times, then your population will recover immediately from any jungle-kill. The faster you go out and settle more cities, the better also. There are plenty of disease-free regions on the map, where you can found healthy and productive metropoli.

Good luck!
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Old Jan 17, 2005, 04:02 PM   #5612
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http://forums.civfanatics.com/showth...86#post2489586

In case you guys care, planning has begun! ;p
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Old Jan 17, 2005, 07:13 PM   #5613
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We do care Aeon, and some of us are even interested

Will watch (lurk in) your new thread avidly

P.
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Old Jan 18, 2005, 07:23 AM   #5614
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Ciao Rhye!
Ho la versione in inglese, presto potrò provare il tuo mod .
Ti faccio sapere presto !
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Old Jan 18, 2005, 10:34 AM   #5615
nik_sa
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Ho provato il mod.
Devo dire che è davvero molto carino, anche se adesso è un pò più difficile giocare!
Cmq complimenti Rhye, hai fatto davvero un ottimo lavoro!
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Old Jan 18, 2005, 11:26 AM   #5616
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Quote:
Originally Posted by V. Soma
Good Morning to all!

If anybody tests the Rhye standard map for 11 civs (see BIQ in earlier page),
I would really like to read here about the experiences...
I started playing on the monarch level (with pooled UU);
My impressions so far:

Greeks should be added probably, their place unsettled into well into Iron discovery.That is spoiling historical feeling. There is enouth place for them on the map .
They can incorporate Greeks, Bizatium and Ottomans.
Call it Eastern Mediterranean civilisation.

Carphage is not building biremes, so it should have two from start, without them it can not expand into Spain.
It would be compensation for disadvantage in starting location.

Last edited by s3d; Jan 18, 2005 at 11:30 AM.
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Old Jan 18, 2005, 11:49 AM   #5617
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Quote:
Originally Posted by nik_sa
Ho provato il mod.
Devo dire che è davvero molto carino, anche se adesso è un pò più difficile giocare!
Cmq complimenti Rhye, hai fatto davvero un ottimo lavoro!
Hai la ver. inglese solo di Conquest o anche di quello normale? A regola ci vogliono tutte e due...
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Old Jan 18, 2005, 11:50 AM   #5618
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Quote:
Originally Posted by sd6785
Rhye, having the same problem as cycl, checked the files you suggested, they are there
which language are your Conquests and Civ3?
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Old Jan 18, 2005, 12:49 PM   #5619
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Is this the right thread to make balance comments? I really like this mod, it's much better thought out than certain other mods I could name, but I do see some big balance issues.

Because the costs for settlers are so extreme, it is actually much more efficient to build military units to capture other civ's settlers and cities. And since you don't lose the population, your income remains high enough to absorb the cost of maintaining those extra units (which perform valuable intimidation and martial law duties). And you don't need to juggle shields/food to get anywhere. In other words, peaceful expansion ceases to be a viable strategy.

You shouldn't end up unable to complete your settler because you suddenly acquired Feudalism.

I find the expansionist trait to be overpowered, being able to grab all those mountain/jungle goody huts with your cheap scouts. Other civs need to use workers/new cities to pop those huts, which they do not do. Expansionist civs need NO research in the ancient era, _and_ they make contact across bad terrain an Era before others can.

Plus the religious trait has been salughterd. Scientific civs still get cheap libraries and Unis, but religious civs pay full price for their Temples/Synagogues/Monasterys/Cathedrals? Since the anarchy period has been reduced, the only remaining benefit to being religious is the monument improvement. Big fat hairy deal. Even seafaring is more useful now.

I like the new tech tree (especially Electronics/Hoover Dam moved to Modern Era!), but the smaller # of techs also increases the benefits of the scientific trait.

It's certainly different, but instead of REX/Build/Acquire it has become Kill/Build/Acquire.
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Old Jan 18, 2005, 01:55 PM   #5620
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Didymus:
1. Peaceful expansion ceases to work pretty early but it does exist at first. And then, just like in reality, it becomes cheaper and more efficient to take what your enemy made than to make it yourself. And unlike in regular Civ3, in RoC small civs can be quite powerful so expansion is not [b]the[/u] most important aspect of the game.
2. The power of a specific trait is irrelevant in RoC because it's pretty marginal in the altogether balance of the different nations... But still, Exp is overpowered at first but it's useless in the later two ages, and religious civs also get a special specialist that produces one happy face and one gold, which is pretty valuable. Since the changes to these traits don't seem to have upset the balance of the nations, there's nothign wrong with them.
I refer in both points only to the world map version because I never paly the random version (and never had) and I frankly don't really care about it. The mod is designed for the world map, the random version can never really live up to the world map version.
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Old Jan 18, 2005, 02:56 PM   #5621
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Hmm, I guess I was afraid to try the world map with anyone but the Americans, but I should give it another shot, now I've adjusted.
And thanks for pointing out that the Religious civs get priests/priestesses, that had slipped right by me.
Yeah, the small civs can be pretty decent as long as the big civs don't build their infrastructure. They can build a LOT of wonders, for example. Which makes one-city culture victory possible. I've never won a one-city culture victory until I started playing RoC.
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Old Jan 18, 2005, 04:32 PM   #5622
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Few minor bugs to report:

1) Feudal Monarchy has woker rate of 3 (150%), while civilopedia says just 100%

2) Civilopedia chapter about defense bonuses isn't updated to show 20/40/60 defense bonuses introduced in this mod.

3) And one thing that technicaly is not bug. Many 0-range bombard units have rate of fire of 0, while some have rate of fire of 1. While mechanicaly, it does not make a difference (RoF in not important in defensive bombardment), from flavor and consistency it would be best to put RoF for all 0-range units to 1 (like Archers and Longbowmen in original game).
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Old Jan 18, 2005, 04:32 PM   #5623
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the expansionists have lost their advantage in goody huts, as barbarians never pop up.
The scout was a early-only advantage, so they also get a discount for settlers later in the game.
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Old Jan 18, 2005, 04:34 PM   #5624
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Quote:
Originally Posted by player1 fanatic
Few minor bugs to report:

1) Feudal Monarchy has woker rate of 3 (150%), while civilopedia says just 100%

2) Civilopedia chapter about defense bonuses isn't updated to show 20/40/60 defense bonuses introduced in this mod.

3) And one thing that technicaly is not bug. Many 0-range bombard units have rate of fire of 0, while some have rate of fire of 1. While mechanicaly, it does not make a difference (RoF in not important in defensive bombardment), from flavor and consistency it would be best to put RoF for all 0-range units to 1 (like Archers and Longbowmen in original game).
wow. they are in the list.
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Old Jan 18, 2005, 06:41 PM   #5625
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Rhye, perhaps some of Didymus' questions might be included in the FAQ on your website?
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Old Jan 18, 2005, 07:03 PM   #5626
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sorry to dissect your post, blas, but there's a number of points i'd like to comment on.

Quote:
Originally Posted by Blasphemous
2. The power of a specific trait is irrelevant in RoC because it's pretty marginal in the altogether balance of the different nations...
more specifically, the map is so tweaked out that civ traits make little difference.

Quote:
Originally Posted by Blasphemous
But still, Exp is overpowered at first but it's useless in the later two ages, and religious civs also get a special specialist that produces one happy face and one gold, which is pretty valuable.
perhaps for a starting player, the priest is a nice to have, but any more experienced player will micromanage and find better overall productivity by having that priest working. in other words, specialist citizens are a rarity, so any bonus from the priest is rarely experienced, if at all.

Quote:
Originally Posted by Blasphemous
Since the changes to these traits don't seem to have upset the balance of the nations, there's nothign wrong with them.
again, i think this is backwards. the map has been tweaked around whatever traits are there, such that a comparison of traits is meaningless within the world scenario.

Quote:
Originally Posted by Blasphemous
I refer in both points only to the world map version because I never paly the random version (and never had) and I frankly don't really care about it. The mod is designed for the world map, the random version can never really live up to the world map version.
i would say that the mod may be better called a scenario. and though it will be a good foundation for further scenarios, it doesnt work well with random maps.

dont get me wrong, i'm still a big fan. i just think we need to acknowledge the limitations of what we have and acknowledge the interaction between map and rules that makes it work so well.

EW
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Old Jan 18, 2005, 07:51 PM   #5627
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Quote:
Originally Posted by Rhye
which language are your Conquests and Civ3?

All english so far as I know, some downloads were for all languages, but that shouldn't matter. I think I will try uninstalling everything. I started with civ 3 gold edition if that might make a difference.
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Old Jan 19, 2005, 03:25 AM   #5628
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Quote:
Originally Posted by Rhye
Hai la ver. inglese solo di Conquest o anche di quello normale? A regola ci vogliono tutte e due...
Ho civilization 3 e civilization 3 conquests in inglese.
Ieri mi ha fatto un errore FILE NOT FOUND/KNIGHT... Cosa può essere?Forse manca qualche file?
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Old Jan 19, 2005, 07:22 AM   #5629
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Quote:
Originally Posted by sd6785
I started with civ 3 gold edition if that might make a difference.
That could make a difference. I have read that the folder structure differs between Civ3 and Civ3 Gold (and possible also Civ3 Complete).
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Old Jan 19, 2005, 07:38 AM   #5630
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Can anyone explain me the difference between Atomic Bomb and Tactical Nuke in RoCX?

Do they do the same amount of damage and/or is it only the range that are different? And are the damage the same for Atomic Bomb, Tactical Nuke and ICBM?
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Old Jan 19, 2005, 07:46 AM   #5631
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I am not 100% certain if there is a difference, but since they are all Nukes then the damage is the same. There is probably some kind of loading difference (tac nukes can go in subs most likely, and are slightly more expensive as a result)
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Old Jan 19, 2005, 07:57 AM   #5632
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Hm, civilopedia comment. It says Oil is visible starting with one tech (Combustion?) but it doesn't show up until another tech (Flight?)
Also, what is the explanation for Tundra having a movement of three(3)? Cavalry end up using Forests and hill to move quickly, which seems really odd to me. Also, its kinda backward: my Russian history professor noted that the only succesful invasion of Russia occured in winter, when the frozen earth allowed the invading horsemen to move quickly.
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Old Jan 19, 2005, 08:22 AM   #5633
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Quote:
Originally Posted by Enkidu_Warrior
more specifically, the map is so tweaked out that civ traits make little difference.
Yes, that's what I meant.

Quote:
again, i think this is backwards. the map has been tweaked around whatever traits are there, such that a comparison of traits is meaningless within the world scenario.
Well, the map was really tweaked a ton, before and after the latest trait changes, but my point was that the balance is maintained so the traits' strength is irrelevant.



Quote:
i would say that the mod may be better called a scenario. and though it will be a good foundation for further scenarios, it doesnt work well with random maps.

dont get me wrong, i'm still a big fan. i just think we need to acknowledge the limitations of what we have and acknowledge the interaction between map and rules that makes it work so well.
Yes, I agree, I generally do call RoC a scenation and not a mod.
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Old Jan 19, 2005, 09:14 AM   #5634
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@Didy: Your professor is 100% correct: the only possible times for a successful invasion of Russia would be the summer or winter (assuming adequate clothing of course). It is the Russian mud that truly wipes out invasions... the Russian snow finishes off the soldiers who had expected to be gone long before it came. I believe the Poles used sleds to invade at one point, and I know that the Huns/Mongols simply ignored the weather... they were used to far worse.

However, tundra is not always snow. It is land covered in a soft, spongy growth that rarely unfreezes and IS often covered in snow. But it is not snow in and of itself. It is not very good terrain to travel on, and would cause a horse massive problems. When the lack of indigenous food sources is factored in, it becomes clear that movement is only possible for small groups, not for mounted companies of soldiers or regiments of infantry. Forests and hills, on the other hand, provide firm footing for soldiers to march and ride (if not the most excellent of locations for a battleground). Even with snow and undergrowth, a forest is preferable to tundra (wood for fires, shelter, animals and plants to eat... including some tasty bark... ;p) as show in the differing movement rates.

If it were possible to reflect weather conditions more accurately in game, there would be mud and snow and storms etc. but as is, tundra should be more difficult to move through than forests and hills. It really only matters for a few units anyway ;p
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Old Jan 19, 2005, 09:17 AM   #5635
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@everyone else:

I have no problem continuing to helpdesk, but I am pretty much happy with my own little project. I cant wait to have you guys play it! ;p
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Old Jan 19, 2005, 02:18 PM   #5636
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I think priest add two luxeries, not one. Look in the editor.
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Old Jan 19, 2005, 02:20 PM   #5637
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Load error

The attached file shows my Civilization III\art\units\ folder information. Thanks.cylc.
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Old Jan 19, 2005, 02:32 PM   #5638
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cylc, that one is Civilization III\Conquests\art\units\ and that seems OK
I need Civilization III\art\units\
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Old Jan 19, 2005, 02:36 PM   #5639
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Quote:
Originally Posted by nik_sa
Ho civilization 3 e civilization 3 conquests in inglese.
Ieri mi ha fatto un errore FILE NOT FOUND/KNIGHT... Cosa può essere?Forse manca qualche file?
knight?

Controlla di avere tutto a posto in Civilization III\art\units. C'è knight, con al suo interno knight.ini?
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Old Jan 20, 2005, 03:06 AM   #5640
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Quote:
Originally Posted by Rhye
knight?

Controlla di avere tutto a posto in Civilization III\art\units. C'è knight, con al suo interno knight.ini?
Si, in knight è tutto apposto. Puo essere che certe volte lo fa senza senso?
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