Rise And Rule Revisited (epic mod)

One more question. This Hull (battleship) cannot be upgraded into a battleship. How do you fix this?
 

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Isn´t this a screenshot from CCM and not from RARR ? In CCM this hull-unit can be upgraded to Superdreadnougts and later Superbattleships. In RARR this hull-unit is named cruiser hull and can be upgraded to different cruisers.

Cruiser Hull.jpg
 
Yes, this is CCM 2.5. And there is no button available to upgrade the Hull (battleship):
 

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I have only the files of the next version of CCM on my pc to avoid mix-ups. There the Hull (Battleship) for Russia can be upgraded to the superdreadnought (a ship of the Revenge class). This makes some sense, as Russia (so lately) from 1944–1949 operated the Arkhangelsk, a ship of the Revenge class. Later with tech Superweapons the hull can be upgraded to superbattleships.

Hull (Battleship).jpg

Superdreadnought (Russia).jpg


When looking at an old CCM 2.5 biq, there I forgot to enable the superdreadnought for Russia, so indeed this seems to be an error of the CCM 2.5 biq, but at least it is fixed in the next version of CCM. Even with this error, the hull (Battleship) is not useless, as later it can be upgraded to a superbattleship. Please simply mothball the hull unit until you have researched the tech Superweapons.

I hope I can finish the next version of CCM this month.
 
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There are 2 possiblities I see:
1) you do not have the money to upgrade
2) you do not have yet the tech of the next level of upgrade

Both have happened to me...
 
There are 2 possiblities I see:
1) you do not have the money to upgrade
2) you do not have yet the tech of the next level of upgrade

Both have happened to me...
Yes, you are right. The hulls (battleship) are created each 8 turns by a Small Wonder "Super dreadnouts", which you can build quite early. But upgrade of the hulls is possible only after you learn "Wonder weapons" tech.
 
I actually think it is interesting to have the base fundamentalist unit not require horses. They are sort of disposable units, cheap and relatively low value, so I envision them as a sort of light infantry, good for massed attacks. Kind of what you would expect from a fundamentalist horde.

Historically, a crusader is not necessarily mounted, and neither is an inquisitor. Now classic teutonic knights, as per Sergei Eisenstein in Alexander Nevsky, are mounted, but there is no historical reason they have to be.

Their big value is their speed of 3 however, think that a speed of 3 is somewhat unbalanced (providing a lot of power to the unit) and inappropriate for light infantry, (e.g., the Shaolin Monks). A speed of 2 is very reasonable for light infantry, many infantry units have that speed..

Also, requiring incense for a specialist fundamentalist unit seems somewhat reasonable.
 
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You could play around with the speeds vs terrain. For example, "light infantry" moving only 1 but having no movement penalties over jungle/forest/mountain; Heavy cavalry could move 3, but not be able to move into jungle/forest.
 
With RARR as it is, there are many technologies that must be discovered once you have the availability of the dreadnaught to have an aircraft carrier available and in historical reality, it took about 20 years (~1905 to 1925). Compare this to the move from predreadnaught to dreadnaught. The dreadnaught could be available just one technology after the availability of the predreadnaught. However, this transition also took about 20 years (~1885 to 1905). I think that the availability of the dreadnaught with mass production is too early and should come with a later technology than mass production, perhaps machine tools.
 
ynot56, thank you very much for your continuing interest in RARR. :) I had some reflections about that problem, too. Additionally to the appearance of the dreadnought in my eyes the (too early) appearance of the Zeppelin is problematic, too. Here is a possible techtree for a new era 3 of RARR that I made some years ago (and an even better techtree for era 3 in parts is existing). Early Predreadnoughts appear with tech Steel Hulls and only late Predreadnoughts will appear with tech Internal Combustion, so there are more techs between the appearance of pre-dreadnoughts and dreadnoughts.

I also reflect about dreadnoughts needing an additional special virtual resource (as it will be in the next version of CCM), so dreadnoughts (and later battleships) can only been built in some special locations.

RARR-Era 3-new-2024.jpg


But first the next version of CCM must be finished.
 
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For me, the attachment did not load.

Could you make internal combustion a prerequisite for airships/Zeppelin? I do not think there ever was an external combustion airship.

OK, with the early pre-dreadnaught concept, but that does not fix the relatively late appearance of naval aviation.
 
For me, the attachment did not load.

Could you make internal combustion a prerequisite for airships/Zeppelin? I do not think there ever was an external combustion airship.

OK, with the early pre-dreadnaught concept, but that does not fix the relatively late appearance of naval aviation.
I replaced the screenshot in my last post and hope now it is visible to all.

Aircraft carriers in my view at present can not be handled at least somewhat properly by the Civ 3 AI. They come at the same place in the techtree as it was in RAR, and with the current very poor handling by the AI I have no desire to add very early carriers that can carry only one plane in theory (so AI carriers mostly will not even have this single plane on board).
 
Hi everyone, are there any custom, hand made maps available for RARR ? I'm playing map generated by the AI, which can be interesting, but quite repetitive and previsible. I'm dreaming of a map full of bottlenecks, natural harbors, and true landscape variety. If you have that, please share ! Or is there a way to import maps made for C3C so they work in RARR (and maybe use the editor to place ressources...) ?
Thanks !
 
Hi everyone, are there any custom, hand made maps available for RARR ? I'm playing map generated by the AI, which can be interesting, but quite repetitive and previsible. I'm dreaming of a map full of bottlenecks, natural harbors, and true landscape variety. If you have that, please share ! Or is there a way to import maps made for C3C so they work in RARR (and maybe use the editor to place ressources...) ?
Thanks !
There exists a 180x180 worldmap for RARR. It is easy to import maps to RARR or RARR to maps. The problems are, as you have mentioned, the resources. Here you can see, how I made the 180 x180 worldmap with the RARR resources (different editor slots and different names) with the help of the Quintillus editor: https://forums.civfanatics.com/thre...ts-now-available.377188/page-58#post-15724926

Frequently RARR resources must be placed completly new on the imported maps.

Import map.jpg
 
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There exists a 180x180 worldmap for RARR. It is easy to import maps to RARR or RARR to maps. The problems are, as you have mentioned, the resources. Here you can see, how I made the 180 x180 worldmap with the RARR resources (different editor slots and different names) with the help of the Quintillus editor: https://forums.civfanatics.com/thre...ts-now-available.377188/page-58#post-15724926

Frequently RARR resources must be placed completly new on the imported maps.

View attachment 684953
Thanks for your answer !
I'll give it a try.
 
I was also thinking... I could generate a map ingame, then export the map/scenario (?) in the editor, tweak it, and export it back as a scenario... Would that work ?

Sorry for the noob question, I've never used the editor before....
 
Not necessary. You can load up the RARR .biq, create a randomly-generated map, tweak it however you want, and then save that map as a new RARR scenario, all from within the Editor itself.
 
Not necessary. You can load up the RARR .biq, create a randomly-generated map, tweak it however you want, and then save that map as a new RARR scenario, all from within the Editor itself.
To precise this: All those steps are in the C3C editor and the sequence should be slightly different for civers without any experience with the editor:

1. Open the RARR 1.7 biq in the editor and let the editor generate a map:

Generate Map1.jpg


2. Set the parameters for the map the editor should create:

Generate Map2.jpg


3. Let the editor create that map:

Generate Map3.jpg


4. Save that map as a biq with a new name:

In theory before that step you could tweak the editor created map with the editor, but the danger that you spoil the basic RARR biq is too great, especially when you have no experience with the editor. Therefore: Save the newly created map with the RARR rules as a biq with a new name (in my example RARR-Map1) and than tweak the new biq with the map. This way you don´t have the risk to spoil the RARR 1.7 biq.

Generate Map4.jpg


Generate Map5.jpg
 
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It may be appropriate to switch Naval Aviation and Radar. Radar is first in the tech tree, however, historically, naval aviation preceded radar by about 20 years.
 
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