CCM2 Epic Mod

As can be seen in the screenshot, both continents are very close to each other and my ancient naval explorer, that I received early, was able to cross over to the other continent without any risk. I was able to sell several 4 x value (government) techs and other techs at both continents without the penalty for the second sell, when the first and the second sell happen on different continents.

But this wasn´t the topic I wanted to show in the screenshots. :)

The Channel.jpg


Ancient Naval Explorer.jpg
 
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Something peculiar happened: I am playing as Persia and have a mutual protection pact with Arabia. In one turn a Maghreb naval unit attacked a naval unit of me and there was no reaction from Arabia. The next turn a Maghreb bomber attacked a city of me. Arabia immediately declared war to Maghreb. A couple turns later the same happened: a Turkish ship attacked my submarine unit and there was no reaction from Arabia. The next turn a Turkish land unit attacked a land unit of mine and there it was an Arabian declaration of war to Turkey. Again a few turns later an Israeli ship attacked my submarine unit: no reaction from Arabia. Could it be that the Mutual protection pact doesn't work for naval units?
 
What kind of attack triggers the declaration of war to the attacker by the partner of the mutual protection pact seems to be documented very poorly by Firaxis. In my eyes an attack on units (edited: or improvments) inside your territory is needed to trigger the partner of a mutual protection pact to declare war on the attacker.
 
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Ah, that must be it. My naval units were indeed not inside my borders. Thanks for the explanation, Civinator!
 
LK171 is probably just weeks away from finishing. Any ETA for published CCM3.0?
 
LK171 is probably just weeks away from finishing. Any ETA for published CCM3.0?
No version of CCM had any ETA , as I am not a factory - but CCM 3 has made very good progress. If possible I want to use the upcoming official R17 version of the Flintlock mod in combination with CCM 3, because this could spare precious upload space of CCM 3, as in that case I don´t have to additionally attach the R17 Preview 3 version of the Flintlock mod to the upload.

Attached to this post is a screenshot about diplomacy in CCM 3 in era 1. Thanks to the Flintlock mod, now there is no more Ruler (Sca) talking to you, but King Harald Hardrada of the Vikings or King Attila of the Huns instead of a Ruler (Mong.) - and this inserting of individual names and titles for changing civ leaders takes place through all 4 eras of the game. Per example in era 2 for the civ Italy/Rome instead of emperor Julius Caesar of Rome the Duke Lorenzo de Medici of the Italian city-states will appear in the Foreign Advisor screen.

In the screenshot you can also see, that I changed the background of the Foreign Advisor to colours, that make texts in pale colours better readable.

At present I use the remaining time for fixing some small glitches in the civ names (a doubled "the" in some diplomatic texts or a missing "the") and to small adjustments in the late monthly time scale.

Diplomacy screen.jpg


 
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Here is a screenshot of the leaders of those civs in era 2:

Foreign Advisor Era 2.jpg
 
Here are the leaders of the same civs in era 3 of CCM 3 (of course there are not only those civs but 31 of them in the game):

Foreign Advisor Era 3.jpg
 
Now, if you want to have some informations, let´s say, about the Egyptian leader in era 3 King Farouk I., you can simply click on a link to his description in the description of the civ (or directly):

Farouk1.jpg


Farouk2.jpg


To give at least some of those eraspecific leaders some "kind of their individual personality" I have freed some buildings and resources for this job - but this will be a part of a first update of CCM 3, as the balancing of these additional civspecific benefits must be handled carefully in the game.
 
Does anyone know how the trade caravans work? When right clicked, they appear in red text, and trying to escort them to my or another nation's capitol city doesn't work because there is no option to do so. My trade caravans just keep stacking up because I can't use them.
 
Welcome to CivFanatics!

You need to enable the Supply Shipments option in the rules when you start the game.
Spoiler :
supplyshipments.png

Then, when you get some of them, you need to move them near the capital, and pick them up with another unit before then moving into the capital with that unit. The Civilopedia does explain how to use them as well, so feel free to read up on them from the unit page, which has a link to another Civilopedia page for more information.
Spoiler :
Civ3Conquests_2024-05-09_19-46-21.png
 
Thanks, I've read the Civilopedia page about it, but I still can't figure it out. Please see the two screenshots attached, where there is no "escort" option, at least not any that I see. Maybe I'm missing something.

1.png



2.png
 
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