Begging for hacked editor: Real Alliances and Later Evolving Civs

Should the Alpha Centauri politics concepts be included in CivIII updates?

  • a must

    Votes: 3 23.1%
  • nice idea perhaps

    Votes: 10 76.9%
  • not necessary

    Votes: 0 0.0%

  • Total voters
    13

danielkulla

Curious Party
Joined
Jan 13, 2002
Messages
41
Location
East Germany
Na, hi.

Somebody please hack the editor so it's made possible to include more radical changes (or do we need to kneel before Sid Meier for that?)

Alliances should have the option to unify with another civ, once you have a democratic or communist government and close relations, how come, there is a USA, a European Union, how come there was a Soviet Union, anyway?

Rebelling cities shouldn't necessarily fall to another civ, but could form a new one. The first of these modern independent Civs (The Netherlands?) would get a big culture bonus to start with, which will be diminishing slowly for the next ones (USA, Canada, Australia)

It must be possible to have units which can only be built by specific governments, like the Red Army as Russias special Infantry only under Communism, Japanese Kamikaze planes as early quasi-missiles only under fascism, once we can agree to include it with all benefits and disadvantages in the game (see discussion for civ3fasc, whereever it is)

Coming up soon: My current civmod providing a Bourgeois and Proletarian Revolution as SW, war helicopters, 2-attack privateers, drugs as resources necessary to build cultural wonders and more like that.

Na, nu.
 
If rebelling cities formed a new civ, they would be very quickly crushed by the civ they rebelled from, no?
 
A rebelling city-civ would have to have built a large army, likely consist of a coiple of cities (or more), AND be far away from the home civ.

All those cases apply with the Netherlands (from Spain); the U.S. (from Britain); Ireland; Latin America; Algeria; etc.

Factoring in cultural alienation from the home civ is not in the game.
 
I know it's not in the game, that's what I was talking about. I was just wondering if it could be implemented somehow or if we have to wait for Sid Meier to implement it.

I suggested a cultural bonus to avoid getting "sucked up" again and of course it would be needful to automatically garrison a couple of modern units in their cities once they have split, this is what usually happens when a city rebels and changes the sides in CivIII, instantly there is a defense unit in there.
 
It simply would not work in civ3. The rebelling civ would have little territory, extrememely slow science research and few, if any, natural resources. The only way it might work is if an entire half of one civ rebels, but that would probably just give you 2 crippled civs.
 
All those things which you're talking about are nice, but they can't be achieved, only by hacking the editor.

That's Because the Civ3.exe-file doesn't support them. Even if you hack the editor, which then writes the files, the program still can't read the files with the extra stuff included, unless you re-write the program.

Running the program with the new files would probably cause the program to either ignore them, or crash.
 
I'm happy to enioy the company of such broadminded fellows.
Alright, it was just an idea at least somebody could have been crazy enough about to simply go and hack the ****ing programme.
But apart of this general problem, I don't consider the ideas to be far out at all. If CivIII is about rewriting history it's gotta include as many historical concepts as possible for keeping the gameplay.
Wouldn't it be pretty realistic if the modern independent civs form right where there are important ressources?
If there were phenomenons like that in history we should try and mirror them.
Moi, I can't stand those complaints about the 4000BC Americans and the never dissapearing Iroquois.
 
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