C3C: All 31 civilizations on a standard size world

kettyo

Seeker of Reality
Joined
Mar 6, 2002
Messages
662
Location
Budapest, Hungary
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)
 

Attachments

Yay. A Standard-size map too, giving approximately 1 tile for each European civ. Woo hoo...
 
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:
 
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
 
wow talk about all war all the time be fun. Must Dl this if and when I get conquests
 
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:
 
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!
 
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.
 
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. :)
 
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
 
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).
 
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
 

Attachments

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?
 
Just made my 1st download.....

good stuff.
 
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.
 
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
 
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:)
 
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
 
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