Hi Mod-Master and creator of the Earth (Map)
Thank You for this formidable creation.
Normally I don't like to play any modded versions of Civ but your one is very well balanced and adds much fun to the game. The one I like the most is your idea to adjust the unit movement rates to the world size.
My Civ experience goes back to the time where civ 1 was released, in fact that was the reason why
I sold my Amiga ( Computer not my GF
) and bought a 386DX40, during this time I played many
versions of Civ and I can remember no map that looked so real.
I started the Version with only start points as Germany on Regent level ( the highest if you don't want to have a cheating AI ) all Civs on, all Rules off except: Conquest Victory, Civ-Specific Abilities, Culturally linked Start Loc and Allow Cultural Conversions.
The AI was no match until 200 BC I conquered Europe from Gibraltar to the Ural and Turkey. Now I'm moving to the Middle East and prepare my amphibious assault against England at the other front.
I can't say much about the rule changes because it is too early in my game but I have a few questions:
Have you tested the AI behaviour with Naval and Bombard Units?
Does the AI rally for the Relics or do you have to make them hate the Civ that owns this cities ( can this been done )?
I know, it's hard to decide where to place resources but I think Germany should have 'Krupp Stahl' ( Iron ) near the Rhein. Most of Germanys coal and Iron Industry is placed in this region IRL.
The Romans should be able to build Legions, I don't know if there is Iron in Italy but if you box them in on their peninsula they have no chance to get some.
Maybe moving one Iron source from the Apls to the Rhein and one to the Hills or Mountains in Italy could make it easier for the AI to start. The Human Player always grabs what he needs but the AI is too slow.
There where a few errors in my game but maybe I'm doing something wrong.
Install Order:
1. Win XP :mutant: I think this should be the first. :grad:
2. Civ3
3. patched to v1.29f
4. PtW
5. patched to v1.14
6. deleted the ToT Folder and the ToT*.bix Files
7. extracted TETurkhan Test of Time v1.66 (Full Install) to the correct location manually
8. extracted the BIX Update v1.70
9. ensured that the files where replaced ( compared the Date/Time )
10. Clueless what I have done wrong. :suicide:
I noticed that:
1. Horsemen can not board Galleys.
2. I can't build chariot, catapults ( the plural version ) and siege crossbow, although the required techs
and the strategic resources are given.
3. Civilopedia entry for Knight has no text in it.
It would be nice to have a readme for the Units you Implemented and who can build them, as well as the special functions like the relics. At first I thought the real readme is missing in the Download and grabbed the update version too ( Another 17 Minutes because the server can't provide the DSL-Speed.
just kidding ) but the included readme is more of an install guide than a souce of knowledge. For example, the changes to the terrain, the new units, the new civ's and all those stuff. The last two evenings I spent reading through this thread, to find out what is implemented but haven't found the infos I was looking for.
I rated it 5, two times because I would give it a 10 to reflect your efforts to be open for new Ideas and willing to make changes when there are good reasons for.