To be entirely honest, civ 3 is built entirely upon the fast expand - if the AI expanded any slower, I don't think it would be able to pose any challenge.
Easiest way of implementing that on a biq side would be using unit upgrades, I guess - having better or cheaper versions which need local...
Oh, yeah, that was a Civ 3 vanilla quirk - it comes up in the really old mods you can see them sharing icons (DYP I think?) but it hasn't been a thing since the expansion.
- For one, there are 83 techs with conquests, but there were 82 with vanilla (conquests added ironclads and facism but...
Which is I suppose more a symptom of the unintuitive way you need to handle flag units in the capital altogether. - making them possible to utilize without moving them out of and back into the capital might be a better all round system than teaching the AI how to move them out and in.
With the "default money resource" in the general rules tab set to something, It will drop a resource when you get the "25 gold" event - like whales in this example.
It's an oddly advanced conquests feature that I don't see used very often.
As far as dev reasons go, my thought is likely it would have resulted in a lot of UI confusion to have unloading units into choppers? The game is already a bit fussy with transport unit loading.
One thought is actually a weird one - civ 3 has support for a resource appearing when goodie huts are popped and yield gold. I'm planning on using that as mercenary enclaves for my mod, but you could also use it for example for "archeology sites" that only become visible in industrial era.
I...
Honestly, it might be at least a good idea for the granary, to prevent it from being a 2fold multiplication of food production. - A flat modifier might be more balanced under certain circumstances. It would definitely make non-bonus resource starts more palatable.
As I noted with the change to nukes, I think it might have worked differently pre-conquests, though I don't play much PtW. Deforestation still 100% works though.
It is, under "limited_railroads_work_like_fast_roads = "
At least in the version I use, which is 22 I think?
Would it be possible to go over the global warming mechanic? The game does not actually do the tile changes listed in the base biq, which I consider a bug.
https://forums.civfanatics.com/threads/global-warming-what-happen-to-which-terrain-answers-inside.126505/
The reason is that the game...
Auto settlers and hidden nationality enslavers are the two reasons I just can't get into CCM - It makes the game feel less about choices and more about randomly getting messed with. -Especially when the issues compound, and I lose a settler that I can only get every 20 turns to unit I couldn't...
it might be that the only reason ocean wheeled works when sea doesn't is that it's related to ships finding room to go around territory or something. Oceans rarely intersect with culture, at least not before better boats. - in which case C3X might aggravate it if you have the setting preventing...
I find, especially for big mods like tides of crimson, that the game will often hard crash if you try to load a save (even an early one) from the main menu, but for me it doesn't if you try to load a save from "ingame" with the mod already loaded.
I don't know if that matters, really. Heck, I...
Which is one, among many, of the reasons I don't like playing with flavour units.
UU's are fine, I just don't like the amount of clutter it makes in the civilopedia.
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