TLC Mercantile (Experimental)

I must be doing something wrong or it doesn't work yet. I tried it and all it does is put a .biq with the same name as the .sav file in the save folder. No changes I made were applied to the save. I put the new .biq file it made in the scenario folder to see what it does and it just gives me a corrupt file warning and won't load. Maybe I need more detailed step by step instructions.

edit: I think I see what I did wrong. I tried modifying in the unit tab not the rules tab. Only changes to the rules work but nothing else?
 
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I got through a whole game without any real problems or glitches. I might start another one soon as another Civ.
 
That’s good to hear.

Development will be a bit slow over the next couple of weeks but the Sisyphus project :twitch: will keep going.

EDIT: Is it more fun to play TLC Mercantile on single player or, TLC? Is it worth having the two separate mods?

In your opinion, what areas need to be prioritised?
Do you still use Army units? Are the cavalry units too weak to be effective? Etc.
 
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That’s good to hear.

Development will be a bit slow over the next couple of weeks but the Sisyphus project :twitch: will keep going.

EDIT: Is it more fun to play TLC Mercantile on single player or, TLC? Is it worth having the two separate mods?

In your opinion, what areas need to be prioritised?
Do you still use Army units? Are the cavalry units too weak to be effective? Etc.

Strange, I started over as a different Civ and now I'm getting crashes again every time I upgrade units. To be honest I haven't noticed much difference between the two except that one no longer has cargo to cash in, pirates were removed, and a few different units added. To me cavalry in this game has always been a bit weak but in real life battles it can be also. Just depended on how leaders used them. I do use armies. They are especially helpful when trying to knock down towers and castles.
 
One thing that would be nice is to be able to have an option not to build units and focus on wealth in the very early game. It would be nice to have pirates in the game again. I don't even use emergency defenses. As far as splitting it into two versions, I don't know why that is necessary. Maybe there is a reason I'm not aware of.
 
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One thing that would be nice is to be able to have an option not to build units and focus on wealth in the very early game.
Would you like it if I made Wealth a feature of the Tax Office instead of the Bank?

As far as splitting it into two versions, I don't know why that is necessary. Maybe there is a reason I'm not aware of.
The mod couldn’t support all of the short game modes on multiplayer. You couldn’t play Regicide or Capture the Princess and keep all of the trading units.
 
I see...that does make sense splitting it into two versions then. And yes I do like having the option to create wealth in the early game also. I kind of don't like being forced to build if I'm having money problems no matter what part of the game I'm in. That's just my opinion, I wouldn't change the game just on my opinion if nobody else has a problem with it.
 
I’ve gone from having three jobs to none in the space of two weeks so I might have more spare time than I thought.

I now think that having short game modes for an oversized mod doesn’t make much sense. I’m going to revert back to the all in one multiplayer .biq with some warnings for the multiplayer-only features.

Do you think that naval vessel enhancements are appropriate at his scale? Some units only make sense on a national or regional level and I think NVE’s might be in that group.
 
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I now think that having short game modes for an oversized mod doesn’t make much sense.

:yup: I came to the same conclusion a longer time ago. Especially the king-flag can be used much better in those mods - and sorry to hear about the loss of your jobs.
 
:yup: I came to the same conclusion a longer time ago. Especially the king-flag can be used much better in those mods
Capture the Princess and Regicide only work if the units have a reason to move around anyway. It's no great loss.
sorry to hear about the loss of your jobs.
I don’t have any serious financial commitments right now so I’m not that concerned. Still, I appreciate your support.
 
@Oni Ryuu

Hi there.
Firstly, I would like to thank you for creating a new interesting mod for Civ3. Mods with a fresh perspective are always interesting.
And I have great respect for all you modders, especially those who come up with creative ways to modify games.

May I ask a two questions about your decisions?

1. Why workers and settlers costs no pop? And how am I suppose to transfer population from one town to an other then?
2. Why researching takes so long, hundreds of turns on huge map?

I also have suggestion about government called democratic socialism:
Instead of taking corruption off, how about setting it communal and have government specific small wonder called welfare reforms that would make 2-3 citizens happy/content in all cities and also lower corruption in all cities.
Also make hurry method paid labor.

I would do this by myself, but I don't know how to add a new building using editor made by Quintillus.
And using civ3 own editor would mess up the whole file.
 
Hi Dewion_86. Thank you for getting involved.
Firstly, I would like to thank you for creating a new interesting mod for Civ3. Mods with a fresh perspective are always interesting.
And I have great respect for all you modders, especially those who come up with creative ways to modify games.
Every time I get this kind of feedback, it validates the work. If you guys weren’t playing it, I’d never have spent so much time developing it.
1. Why workers and settlers costs no pop? And how am I suppose to transfer population from one town to an other then?
If a unit has population points (like Workers), it will turn into the ‘Standard Slave’ unit when captured.
The ‘Standard Slave’ unit has been repurposed to enable players to trade ‘Merchandise’ units.
As for population control; you’re just going to have to do it the hard way.
2. Why researching takes so long, hundreds of turns on huge map?
I’m going to make some adjustments with the tech costs.
I seem to have made the early stuff too expensive and the later stuff too cheap.
I also have suggestion about government called democratic socialism:
Instead of taking corruption off, how about setting it communal and have government specific small wonder called welfare reforms that would make 2-3 citizens happy/content in all cities and also lower corruption in all cities.
Also make hurry method paid labor.
The idea of a fully socialist, totally liberal society is that there wouldn’t be any motivation to work harder. So you shouldn’t be able to hurry production.
A Communal setting could work and I could make a government specific building that makes everyone happier.

The next version should be ready to download soon.
 
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If a unit has population points (like Workers), it will turn into the ‘Standard Slave’ unit when captured.
The ‘Standard Slave’ unit has been repurposed to enable players to trade ‘Merchandise’ units.
As for population control; you’re just going to have to do it the hard way.

Ah, after reading this about 5 times I finally understood what you mean with "standard slave" unit. :crazyeye:
Btw, following worker units can also build cities: traction engine, harvester and engineer. Is that on purpose?

I seem to have made the early stuff too expensive and the later stuff too cheap.

Well at least lower "maximum research time" from 999999 to something more tolerable. :D

The idea of a fully socialist, totally liberal society is that there wouldn’t be any motivation to work harder. So you shouldn’t be able to hurry production.
A Communal setting could work and I could make a government specific building that makes everyone happier.

But it's a modern society, so they should be able to hire extra workforce from somewhere to hurry production, that would justify extreme high maintenance and zero unit support.
Could you also set government specific building to lower corruption, so the corruption is less than in communism?
 
Btw, following worker units can also build cities: traction engine, harvester and engineer. Is that on purpose?
Yes, intentional but not crucial. That feature can be deactivated if it’s unpopular.
Well at least lower "maximum research time" from 999999 to something more tolerable. :D
“No discounts!”

You are supposed to cooperate and trade with one or more human players. The whole game should make more sense with multiplayer settings.
Ideally, it’s supposed to be you and a friend against the world until one player betrays the other.
The mod is playable on single player but it is as much of a Multiplayer game as monopoly.
But it's a modern society, so they should be able to hire extra workforce from somewhere to hurry production, that would justify extreme high maintenance and zero unit support.
Could you also set government specific building to lower corruption, so the corruption is less than in communism?
Utopian systems tend to become xenophobic because everyone else is described as barbaric and dysfunctional. Yes, you would tolerate other “equal” civilisations but they’d be just as disinterested in extra work as your own people. You’re just going to have to use the goods units to hurry production.

I am willing to make Democratic Socialism’s corruption communal, reduce overall corruption and promote happiness across the nation.
 
Yes, intentional but not crucial. That feature can be deactivated if it’s unpopular.

That's alright, they don't bother me. Just checking.

You are supposed to cooperate and trade with one or more human players. The whole game should make more sense with multiplayer settings.
Ideally, it’s supposed to be you and a friend against the world until one player betrays the other.


Well I can always trade with AI as well.
Since this is primarily designed for multiplayer, are there features that AI is incapable to use? And if, what are those features?

Utopian systems tend to become xenophobic because everyone else is described as barbaric and dysfunctional. Yes, you would tolerate other “equal” civilisations but they’d be just as disinterested in extra work as your own people. You’re just going to have to use the goods units to hurry production.

I accept your reasonable explanation. Ah, there are "goods units", didn't notice them. So under Democratic Socialism it is still possible to hurry production, no problem then. :)
Haha, imagine evil Democratic Socialism society that enslave other civilizations because they are "barbaric and dysfunctional" and use slaves to support their utopia...

I am willing to make Democratic Socialism’s corruption communal, reduce overall corruption and promote happiness across the nation.

Thank you for taking my suggestion into consideration and for implementing it into YOUR mod. :D

I thank you also for explaining your point of view patiently. Now I'll just wait an update.
 
@Oni Ryuu

Btw. have you noticed that before entertainer is researched, laborers can't be reassign freely? Only the latest laborer can be assigned to different tile.
Do you think it should be fixed somehow?
 
Since this is primarily designed for multiplayer, are there features that AI is incapable to use? And if, what are those features?
  • Goods, merchandise, gold shipments and arms trading units
  • Canal and rail units
  • Naval vessel enhancements
  • Land and sea mines
  • Land based transport units
Struggles with Army units
Struggles with Artillery units
Haha, imagine evil Democratic Socialism society that enslave other civilizations because they are "barbaric and dysfunctional" and use slaves to support their utopia...
Remember, “Evil” is always the other group.
Btw. have you noticed that before entertainer is researched, laborers can't be reassign freely? Only the latest laborer can be assigned to different tile.
Do you think it should be fixed somehow?
As you’ve noticed, it’s a consequence of the mod not starting with access to specialist citizens. I prefer to gain control gradually; it feels more rewarding.
Feel free to make your own alterations.
Thank you for taking my suggestion into consideration and for implementing it into YOUR mod. :D

I thank you also for explaining your point of view patiently. Now I'll just wait an update.
You’re very welcome. This is the type of feedback I want.

EDIT: The next version should be good to go.

Download Main Folder: Main Folder
Download BIQ: TLC Mercantile

Some hints
  • Immediately changing to Tribal Council will help you develop your tech until you replace it with a better political system.
  • Don’t forget to generate extra cash and production from the goods buildings and goldmines.
  • The merchandise buildings won't help in single player games.
 
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