Predator145
King
- Joined
- May 22, 2020
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- 615
In civ3, walls were this cheap improvement that only protects your smaller cities. The moment these cities grow pasts size 6, their effect goes away. But many great ancient and medieval cities were protected by elaborate fortified walls. These weren't your average settlement walls to ward off raids. These were mega projects capable to holding off powerful besiegers. I'm pretty sure in terms of Civ3 prime Constantinople isn't a city under size 7. And the Theodosian walls weren't exactly cheap. So I wanna bring expensive permanent ancient/medieval walls that other civ games have.
These city improvements are meant to be permanent and thus won't disappear when the city reaches size 7. I personally require a barracks and a fort before being able to construct "Fortified Walls". These are the 3rd layer with the Citadel being the last. Constantinople for example would receive the Yedikule fortress on top of its Theodosian Fortified Walls. These medieval fortified walls should be obsolete with Metallurgy and to be replaced with their early modern counter parts. To compensate, they can generate tourism gold.
The American version is Embryodead's Theodosian Walls. They do from a far look like Kyriakos's Mesoamerican walls. And being an expensive city wall they'd be constructed in a concentric multi layered fashion.
The Western Euro version is a copy and paste job from stock game's walls with a moat. I use stock game pedialcons graphics (citywallseurlarge/small). I use different graphics for the small settlement walls.
The Medi version is Kyriakos' Theodosian Walls with a moat added. His moatless version is just as suitable.
The Middle Eastern version is Kyriakos's stone wall and Emperor Xerxes' Ishtar gate combined to represent Babylon's concentric walls:
The Far Eastern version is a copy and paste job from stock game. The original is horribly historically inaccurate and would have offered very little defensive value.
Additional wall sets converted from Kyriakos' terrain graphics into city improvements:
The Meso American walls can be used for the settlement walls graphics if you don't like stock game's.
But personally, I've found a way to incorporate another set of wall graphics into the game. The Great Wonder Great Wall is problematic in stock game. It auto generates walls in all cities on the continent. These walls will automatically absorb bombardment but are indestructible, making these cities immune to land artillery. So you end up with the situation of size 7 and above cities being easier to attack. What I do is that I make the GW auto generate a city improvement called the "GW Flag". This improvement is required to build a 0 shield defensive city improvement called "GW Section" that functions like a Fortified Walls giving a defense multiplier (maybe 25-50%). By not being auto generated by a GW or SW, these GW sections can be destroyed by bombardment. Use C3X to perfume it heavily so that the AI builds it ASAP.
The Limes represents Western Euro and Medi Great wall sections.
The Middle Eastern and Far Eastern ones are converted from Kyriako's terrain city graphics.
Last is a Medi set of settlement walls converted from Kyriakos' Roman city graphics. Stock game's Medi walls are terrible as well.
These city improvements are meant to be permanent and thus won't disappear when the city reaches size 7. I personally require a barracks and a fort before being able to construct "Fortified Walls". These are the 3rd layer with the Citadel being the last. Constantinople for example would receive the Yedikule fortress on top of its Theodosian Fortified Walls. These medieval fortified walls should be obsolete with Metallurgy and to be replaced with their early modern counter parts. To compensate, they can generate tourism gold.
The American version is Embryodead's Theodosian Walls. They do from a far look like Kyriakos's Mesoamerican walls. And being an expensive city wall they'd be constructed in a concentric multi layered fashion.
The Western Euro version is a copy and paste job from stock game's walls with a moat. I use stock game pedialcons graphics (citywallseurlarge/small). I use different graphics for the small settlement walls.
The Medi version is Kyriakos' Theodosian Walls with a moat added. His moatless version is just as suitable.
The Middle Eastern version is Kyriakos's stone wall and Emperor Xerxes' Ishtar gate combined to represent Babylon's concentric walls:
The Far Eastern version is a copy and paste job from stock game. The original is horribly historically inaccurate and would have offered very little defensive value.
Additional wall sets converted from Kyriakos' terrain graphics into city improvements:
The Meso American walls can be used for the settlement walls graphics if you don't like stock game's.
But personally, I've found a way to incorporate another set of wall graphics into the game. The Great Wonder Great Wall is problematic in stock game. It auto generates walls in all cities on the continent. These walls will automatically absorb bombardment but are indestructible, making these cities immune to land artillery. So you end up with the situation of size 7 and above cities being easier to attack. What I do is that I make the GW auto generate a city improvement called the "GW Flag". This improvement is required to build a 0 shield defensive city improvement called "GW Section" that functions like a Fortified Walls giving a defense multiplier (maybe 25-50%). By not being auto generated by a GW or SW, these GW sections can be destroyed by bombardment. Use C3X to perfume it heavily so that the AI builds it ASAP.
The Limes represents Western Euro and Medi Great wall sections.
The Middle Eastern and Far Eastern ones are converted from Kyriako's terrain city graphics.
Last is a Medi set of settlement walls converted from Kyriakos' Roman city graphics. Stock game's Medi walls are terrible as well.
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