C3C Enhanced Edition Preview

My only thought with the tech tree is that it keeps the mandatory monotheism, which has never sat right with me.

Civ 3 monotheism is Christianity/Islam coded, but those religions aren't a strict "Improvement" over polytheistic religion. It isn't exactly correct to say that India wouldn't get to its UU (Elephants at chivalry) without abandoning polytheistic beliefs (like Hindu).

Personally I'd rename monotheism to theology, and then call theology "reformation" or "church projects" or whatever.
EDIT: Patronage, it should be called patronage, representing the hiring of artists to work on projects for the churches and the wealthy families. (Things like the Sistine chapel)
 
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My only thought with the tech tree is that it keeps the mandatory monotheism, which has never sat right with me.

Civ 3 monotheism is Christianity/Islam coded, but those religions aren't a strict "Improvement" over polytheistic religion. It isn't exactly correct to say that India wouldn't get to its UU (Elephants at chivalry) without abandoning polytheistic beliefs (like Hindu).

Personally I'd rename monotheism to theology, and then call theology "reformation" or "church projects" or whatever.
EDIT: Patronage, it should be called patronage, representing the hiring of artists to work on projects for the churches and the wealthy families. (Things like the Sistine chapel)
I am not too familiar with religion, so I never paid much attention to the details or specific techs like I have with other areas. I do like how Rhye's and CCM have expanded on religion in the epic game. I'll have to look into how I could enhance that area. It is true that not all Civs progressed into Monotheism so having it as a required tech may not be ideal. Maybe swap Monotheism and Theology as suggested and then change Monotheism to Monasticism.
 
Could just rename Monotheism to simply "Religion" (as was used in CivDOS) -- or "Organised Religion", or "Priesthood".
 
I did some major tweaking of the tech trees and unit lines. Originally each trait had a unique starting tech and each Civ would start with a tech based on their traits. While I liked that approach, I decided I wanted to allow the player to make their own initial choices. Plus, I wanted some slots to add some additional non-era techs. Now Civs don't start with any traditional techs.

Another major change that I made was in unit lines. Archers (1/2/1 2/01/) are now defensive units available at Warfare and Spearman are balanced units (2/2/1) available at Bronze Working. Spearman, as represented in Civ 3, in the real world were the main infantry of ancient civilization so the change makes more sense to me. Plus, they weren't around in 4,000 BC so I have them available a sub-era later. Warriors upgrade to Spearman, Sworsdman start a new line, and Archers eventually upgrade to Crossbowmen.

I played two test games through the Ancient Era and liked how the changes to the Spearman and Archer play. I am not happy with the changes to Chariots. Historically Chariots didn't come about until ~2000 BC, so it didn't make sense for them to be available at the start. So, I pushed them back. I made them more powerful and instead of upgrading to Horsemen they are the start of the Heavy Cavalry line and upgrade to Ancient Cavalry. Horsemen are the start of the light cavalry line and upgrade to Horse Archers. But ... after beefing up Chariots and thus making them more expensive, they are too expensive so the AI isn't building them. :( I need to revisit.

The other area I am not happy with is Settler production. I REALLY like the slower pace of expansion after changes that I made (first column of techs untradeable, citizens requiring 3 food, wheeled Galley, and slower tech rate, and settlers costing 60 shields). But ... I played the second test game in Debug mode and I didn't like what I saw. Sure expansion is slowed, but the AI still does nothing but build settlers and the player has to do the same or fall behind. It gets kind of boring and doesn't lead to much choice or variety for the player. So, it looks like I might try @Civinator auto-settler approach. But that will require another round of major tweaks. Right when it felt I was close to a release. :(

Spoiler Ancient Era Tech Tree :

Era 1.jpg



Spoiler Age of Discovery Tech Tree :

Era 2.jpg



Spoiler Industrial RevolutionTech Tree :

Era 3.jpg

 
Looks good! I like your tech tree backgrounds and arrows. I think putting in that extra effort is worth it and good for presentation. If I dont see arrows I just see a big blob of tech boxes. Sure you can right click them, but I like the birds eye view where you can see everything that is obtainable.

Finding a way to make early game a little more interesting can be difficult. I think a good way to do that is make some other ways to expand or encourage more fighting. Hidden nationality could be used here and make all early units HN so that AI will attack you and other AI more without being at war. Maybe have settlers disappear every now and then so that the AI doesnt always have the opportunity to build them. I try and avoid auto-production as much as possible. Only use it for special things. If you want to have it as a 1 or 2 time use for settlers, but eventually make them buildable, that might be interesting.
 
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 see, and didn't have strong enough defenders to beat.
 
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 see, and didn't have strong enough defenders to beat.
If every unit is HN though, its less random. So a single explorer unit of the AI, could be a threat. It will result in you being more protective of your units overall and not play too open/send naked settlers. This will then result in more units being built by the human as a necessity rather than just because you have nothing else to build. I've only thought about having this particular thing for the first part of the game though and not as an all game thing. Having little combat here and there rather than only big wars influences gameplay choices to a more balanced approach of offensive units and development. You can still expand and develop as much as you want to push for that rather than just being restricted to do that by auto-production.
 
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