C3X Districts

Very nice. Any way to limit canal and bridge length? Or are they both unlimited?
I was thinking of the same thing. In the normal game, if a city is built on a single tile surrounded by more than one body of water, it effectively is a canal. But in order to do that it would have to be in that exact same tile. Also, coastlines two or more tiles thick would not have the ability to have canals in the original game. The canal system is a great addon, but there probably should be a limit. As for bridges, this would not be possible in the original game, probably not even if sea cities were enables (but I doubt even that would work). Bridges would be a perfect addon for the game, as long as they are limited to one or two tiles.

Yes, some options:
Code:
enable_bridge_districts               = <true|false>
enable_canal_districts                = <true|false>
allow_enter_bridge_from_any_direction = <true|false>
allow_enter_canal_from_any_direction  = <true|false>
max_contiguous_bridge_districts       = <number>
max_contiguous_canal_districts        = <number>

If the allow_enter_* options are false, units can only enter from one direction (e.g. if bridge/canal faces northeast, units would have to enter from that direction). The max_contiguous_* options are of course the respective limits.

By any chance does C3X have any support for sea cities (cities placed on sea tiles rather than land tiles)? In the original game, they can't even build naval units (tested it before).
Unfortunately, I don't know the answer to this one.
 
instafluff, this is a fantastic work! :woohoo:

Let us hope, that the AI will use these canals and bridges also somewhat properly. Wadi Rum is also nice. :) And with some small changes in the graphics, the canals will allow navigable rivers at least for preset scenarios.

Brücke.jpg
 
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Huh. Spot anything interesting? :think:
WOW! This is crazy! Extraordinary! I never imagined that something like this could be done in C3C! ...and they are also all customizable... WOW!
You are incredible, man!

The bridge:
Maybe now the rivers will only be crossed if a bridge is built...
Just a few questions: :)
- will the bridge be able to be built over the canal?
- I don't know what it will be like if the ships stop under the bridge.... maybe there should be a setting that "skips" the bridge tiles and stops on the next tile... ?
- can a movement penalty be introduced when units (or only some units) cross the bridge?
Maybe the longer the bridge is, the greater the movement penalty!
- can the bridge be "blown up", or can elements of the bridge be "blown up"?
Maybe a new unit will appear... the sappers(military explosives specialist) - which will mine the bridge and the bridge will explode randomly on 1, or 2, or 3 turns!!
- maybe a floating bridge could be built, like the army does?

The canal:
The canal is a dream come true, from now on a "Panama Canal" can be built to shorten the shipping route! :)
- the canal's maintenance will probably be high - repairs, dredging... and it will cost a lot to build it...
:)
Just a few more questions: :)
- can it be avoided somehow, building around.... cities, or a territory?
Somehow to have a "pre-route" between two "waters"? Anyway, once built, it also becomes a defensive element!
- from the navigable canal, will it be possible to connect the irrigation, in the classic way or through a "thinner" canal?
Maybe... in relation to irrigation... a "thinner" canal could be built, connected to a water source, lake or river, to bring water to an area, and if an element is interrupted and water no longer comes to the fields... the canal would look empty and the lands would no longer have irrigation... until the irrigation canal is repaired!
Maybe in the modern era, drilling in the ground should appear, to have drinking water and water for irrigation... It's an idea! :)
- can the channel be blown up, bombed, damaged?

Natural Wonders look really good, from my point of view! :)
... that building under construction is... the Bach Cathedral?
...so more Building Wonders are appearing? If so, Super cool!

Thousands of thanks, man!
 
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Is this cosmetic or does it function so that the bridges allow land units to cross coastal tiles and the canals allow sea units to cross land tiles? If so that's a complete game changer. How does this actually work? I can only assume it's magic. :bowdown:
 
instafluff, this is a fantastic work! :woohoo:
WOW! This is crazy! Extraordinary! I never imagined that something like this could be done in C3C! ...and they are also all customizable... WOW!
Thanks, I've been working on this for quite a while. Just didn't want to reveal anything until I was sure it would work. Getting unit movement over it was not too hard, but the visual placement algorithm is very complex, with many PCXs overlayed on top of each other to get the effect. But it finally works.

Is this cosmetic or does it function so that the bridges allow land units to cross coastal tiles and the canals allow sea units to cross land tiles? If so that's a complete game changer. How does this actually work? I can only assume it's magic.
:bowdown:
It's the real deal, not cosmetic :thumbsup: . The AI already can use both, as I wired it into the core game movement code (only if enabled, of course). The Ancient Cavalry you see on the bridge is an AI player.

Bridges and canals are both districts, so building them is essentially the same as workers building any other district. To have workers be able to build bridges though, you'll need to have workers_can_enter_coast = true in the C3X config (that's true for maritime Wonders and Port districts too). Once built, bridges & canals are automatically factored in when Civ 3 determines fastest paths between 2 tiles. It goes without saying that Flintlock's work on C3X really makes all of this possible; I just had to make the art and think through the mechanics.

Let us hope, that the AI will use these canals and bridges also somewhat properly. Wadi Rum is also nice. :) And with some small changes in the graphics, the canals will allow navigable rivers at least for preset scenarios.
Absolutely (and thanks, regarding Wadi Rum, desert Natural Wonders are tricky!). I have ideas around how to make sure the AI sensibly build canals and bridges, but more to come on that. For now at least the AI automatically uses them, if getting from A -> B is faster on that path.

And right, you can certainly change the graphics to make them look like rivers, then pre-place them. The screenshot I showed is all canals I pre-placed using the editor, as I was testing the UI.

- will the bridge be able to be built over the canal?
No, they are both districts under the hood, so a tile can only have one at a time.

- I don't know what it will be like if the ships stop under the bridge.... maybe there should be a setting that "skips" the bridge tiles and stops on the next tile... ?
Movement-wise that would get very complex. For now, both land and sea units can go on both bridge and canal tiles.

- can a movement penalty be introduced when units (or only some units) cross the bridge?
Possibly in the future. I can see how this would make sense and be useful. I need a lot more time to test and make sure the AI uses these sensibly first though, so one thing at a time :thumbsup:

- can the bridge be "blown up", or can elements of the bridge be "blown up"?
Yes, bridges are just districts, so can be blown up like any other district. Interestingly if a land unit does so (pillaging, not bombing), it's basically suicidal, so we need to think through whether that's a bug or a feature.

Maybe a new unit will appear... the sappers(military explosives specialist) - which will mine the bridge and the bridge will explode randomly on 1, or 2, or 3 turns!!
Very cool idea. I think the forthcoming Lua implementation would make that kind of thing much easier.

- maybe a floating bridge could be built, like the army does?
Sure, this would enable that kind of modification.

The canal is a dream come true, from now on a "Panama Canal" can be built to shorten the shipping route! :)
That was my long held hope & goal too :)

- can it be avoided somehow, building around.... cities, or a territory?
Can you explain more on this? Avoided in the sense of AI/human not building it somewhere?

Somehow to have a "pre-route" between two "waters"? Anyway, once built, it also becomes a defensive element!
- from the navigable canal, will it be possible to connect the irrigation, in the classic way or through a "thinner" canal?
Yes, you can add defensive values to it and pre-place canals. Regarding connection to irrigation, possibly, but that would need to be in the future. Logically though that makes sense to me.

Maybe... in relation to irrigation... a "thinner" canal could be built, connected to a water source, lake or river, to bring water to an area, and if an element is interrupted and water no longer comes to the fields... the canal would look empty and the lands would no longer have irrigation... until the irrigation canal is repaired!
That's a cool idea but would take some work to implement! Probably not in this next release.

Maybe in the modern era, drilling in the ground should appear, to have drinking water and water for irrigation... It's an idea! :)
Sure, that'd be cool.

- can the channel be blown up, bombed, damaged?
Yup, same rules as all other districts. Like bridges with land units though, if an AI ship in the canal destroys it by pillaging, the unit destroys itself, so I need everyone's help in thinking about whether to prevent the AI from doing this, or what to do.

Natural Wonders look really good, from my point of view! :)
Thanks!

... that building under construction is... the Bach Cathedral?
...so more Building Wonders are appearing? If so, Super cool!
Yes, a few more Wonders will be coming in the next release.
 
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"MilsB said:
- can it be avoided somehow, building around.... cities, or a territory?"
Can you explain more on this? Avoided in the sense of AI/human not building it somewhere?
I was a bit ambiguous, sorry! :)

What I meant is, that the Navigable Canal should not be possible to build around cities, or to create a territory surrounded by a Navigable Canal!
That's why I thought that the worker should only be able to build the Navigable Canal, between two water tiles, e.g. lake-lake, lake-coast, etc.
Maybe, the function of the worker in the "Advancrd option -> Road to" could be used, to make a connection only between two "water" tiles! I don't know if such a setting can be made...

Questions:
1. From the Navigable Canal can another Navigable Canal be built in another direction?
- meaning the possibility that from a Navigable Canal another Navigable Canal can start towards another coast, or lake!
...but... maybe this way, the Navigable Canal will surrounded an area...
2. Can the canal be crossed by land units?
3. I don't know if that's possible but... can a setting be made so that every 3-4-5 tiles with the Navigable Canal a tile with a bridge appears - only on tiles where there is land - and so that the Navigable Canal can be crossed only there?

Edit (2. Can the canal be crossed by land units?):
- Sorry, after I posted, I saw the soldier right on the canal, which means he can cross, although it's a bit strange... he sure can swim! :)

Thank you!
 
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... Interestingly if a land unit does so (pillaging, not bombing), it's basically suicidal, so we need to think through whether that's a bug or a feature.
- Maybe in this case, the pillage option should be disabled?
... and until the sapper unit appears, the bridge can only be bombed?

Thank you!
 
enable_bridge_districts
Bridges and canals are both districts, so building them is essentially the same as workers building any other district. To have workers be able to build bridges though, you'll need to have workers_can_enter_coast = true in the C3X config (that's true for maritime Wonders and Port districts too). Once built, bridges & canals are automatically factored in when Civ 3 determines fastest paths between 2 tiles. It goes without saying that Flintlock's work on C3X really makes all of this possible; I just had to make the art and think through the mechanics.
workers_can_enter_coast

This does not appear in the text file. Where can I find this?

Can anybody make a video playthrough on using these districts in games. I have seen screenshots and tried them out, but I did not make it very far. Are there at least tutorials about this?

By the way, I should mention that I really think that a harbor district should be added to this mod, it is incomplete without them.
 
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This does not appear in the text file. Where can I find this?
C3X Districts is part of C3X, which has a release schedule of every 3-6 months. The things I've been introducing for the past week or so haven't been released yet. I'm just giving everyone a preview of what is coming.

Districts were released in C3X version 26 (the latest, relatively recently).

Can anybody make a video playthrough on using these districts in games. I have seen screenshots and tried them out, but I did not make it very far. Are there at least tutorials about this?
It would be great if someone could make a video of this, but my focus is on development so I'd need to rely on others for that. I think most folks read my (hopefully helpful) documentation on page one and learn from there. If the documentation is unclear or not helpful, please let me know and I can take a look.

By the way, I should mention that I really think that a harbor district should be added to this mod, it is incomplete without them.
Well, yes, that's probably what you see me providing updates about. As I've mentioned, Ports (which harbor improvements are in), are in development. I do the art, programming, and testing as I'm able, so things take time.
 
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@MilsB this one's for you, buddy :D . Meet the Great Wall!

1768610412816.png


Upon completion, you'll get the usual:
1768610591493.png


Followed by ...
1768610622853.png

1768610666180.png


Every land tile which borders a land tile not your own can optionally immediately have a Great Wall upon completion. The advisor will let you know if adding the Wall would remove any districts or improvements, and you can say "no", of course. Workers also get the ability to build new Great Wall districts wherever you want, afterward.

Like in the vanilla game, Great Walls are obsoleted by Metallurgy, by default (yes, obsoleted_by <tech> is a new option for districts configuration, along with many new others). So when a civ learns that, they can bypass your Great Walls and you lose the defensive bonus. Great Walls can either become impassible by other civs, provide a major defense bonus, or both. Configuration options:

Code:
enable_great_wall_districts               = <true|false>
disable_great_wall_city_defense_bonus     = <true|false>
great_wall_districts_impassible_by_others = <true|false>
auto_build_great_wall_around_territory    = <true|false>

Default options:

Code:
#District
name                  = Great Wall
display_name          = Great Wall
tooltip               = Build Great Wall
obsoleted_by          = Metallurgy
wonder_prereqs        = "The Great Wall"
buildable_on          = desert,plains,grassland,tundra,floodplain,mountains,forest,swamp,jungle
defense_bonus_percent = 50
allow_multiple        = 1
culture_bonus         = 2
science_bonus         = 0
food_bonus            = 0
gold_bonus            = 2
shield_bonus          = 0
happiness_bonus       = 0

So if other civs (or human player) can't pass Great Walls until Metallurgy, what can they do? Artillery can destroy them. I'm experimenting right now with ensuring the AI - assuming they get an artillery unit adjacent to a wall - know to bombard them to make an opening.

@Virote_Considon, I ultimately decided to make this a district too, meaning the wall alone can occupy a tile. This was because (1) I experimented with other approaches, but the complexity added by having a one-off, different special tile building not related to districts became very complicated, very quickly, and (2) the walls themselves potentially have such a huge defensive bonus (if set to keep other civs out, as well as tile-by-tile bonuses to cities), I felt using the tile for that alone was a pretty reasonable tradeoff.
(and obviously the default settings can be overwritten and changed to whatever folks want...)

This'll probably be my last teaser update until release. I'll keep the other fun stuff a surprise. Hope everyone sees something to look forward to.
 
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The things I've been introducing for the past week or so haven't been released yet. I'm just giving everyone a preview of what is coming.
Okay, that is good to know.

So if other civs (or human player) can't pass Great Walls until Metallurgy, what can they do? Artillery can destroy them. I'm experimenting right now with ensuring the AI - assuming they get an artillery unit adjacent to a wall - know to bombard them to make an opening.
By this, do you mean they can't pass unless you learn Metallurgy or vice versa? What about just pillaging the walls with units (like with any other district or improvement)?
 
@MilsB this one's for you, buddy :D . Meet the Great Wall!

View attachment 754679

Upon completion, you'll get the usual:
View attachment 754680

Followed by ...
View attachment 754682
View attachment 754683

Every land tile which borders a land tile not your own can optionally immediately have a Great Wall upon completion. The advisor will let you know if adding the Wall would remove any districts or improvements, and you can say "no", of course. Workers also get the ability to build new Great Wall districts wherever you want, afterward.

Like in the vanilla game, Great Walls are obsoleted by Metallurgy, by default (yes, obsoleted_by <tech> is a new option for districts configuration, along with many new others). So when a civ learns that, they can bypass your Great Walls and you lose the defensive bonus. Great Walls can either become impassible by other civs, provide a major defense bonus, or both. Configuration options:

Code:
enable_great_wall_districts               = <true|false>
disable_great_wall_city_defense_bonus     = <true|false>
great_wall_districts_impassible_by_others = <true|false>
auto_build_great_wall_around_territory    = <true|false>

Default options:

Code:
#District
name                  = Great Wall
display_name          = Great Wall
tooltip               = Build Great Wall
obsoleted_by          = Metallurgy
wonder_prereqs        = "The Great Wall"
buildable_on          = desert,plains,grassland,tundra,floodplain,mountains,forest,swamp,jungle
defense_bonus_percent = 50
allow_multiple        = 1
culture_bonus         = 2
science_bonus         = 0
food_bonus            = 0
gold_bonus            = 2
shield_bonus          = 0
happiness_bonus       = 0

So if other civs (or human player) can't pass Great Walls until Metallurgy, what can they do? Artillery can destroy them. I'm experimenting right now with ensuring the AI - assuming they get an artillery unit adjacent to a wall - know to bombard them to make an opening.

@Virote_Considon, I ultimately decided to make this a district too, meaning the wall alone can occupy a tile. This was because (1) I experimented with other approaches, but the complexity added by having a one-off, different special tile building not related to districts became very complicated, very quickly, and (2) the walls themselves potentially have such a huge defensive bonus (if set to keep other civs out, as well as tile-by-tile bonuses to cities), I felt using the tile for that alone was a pretty reasonable tradeoff.
(and obviously the default settings can be overwritten and changed to whatever folks want...)

This'll probably be my last teaser update until release. I'll keep the other fun stuff a surprise. Hope everyone sees something to look forward to.
It seems that you have no limits!
That is absolutely amazing! Thank you for all of this. We might not express it enough but we are very very thankful for all of your efforts @instafluff and @Flintlock. This brings me back to 2002 when I first played civ2 then civ3.
 
By this, do you mean they can't pass unless you learn Metallurgy or vice versa? What about just pillaging the walls with units (like with any other district or improvement)?
The other civ (that doesn't have a Great Wall on a given tile) cannot pass until they learn Metallurgy. It seemed more logical to me that a civ would learn how to overcome another's wall, rather than a Great Wall-owning civ learning something that would cause it to lose an advantage.

Pillaging another civ's walls (if great_wall_districts_impassible_by_others = false) works just fine.

It seems that you have no limits!
That is absolutely amazing! Thank you for all of this. We might not express it enough but we are very very thankful for all of your efforts @instafluff and @Flintlock. This brings me back to 2002 when I first played civ2 then civ3.
Thanks @ZergMazter, I appreciate that (though it all goes back to Flintlock!). I'm basically going down a laundry list of the things I've imagined it would be cool to have in Civ 3 over the past 20 years, along with ideas others have suggested :)
 
@MilsB this one's for you, buddy :D . Meet the Great Wall!
YES! Thank you very much, instafluff, I shake your hand, with much warmth and respect! :)
Personally, I will eagerly await the release of the next pack, it's dreamy stuff what you've done!
And you've prepared other surprises... I hope, from my point of view, that we manage to make good comments that will help you, thus showing respect for the wonders you've brought and are still bringing to this wonderful game!
As ZergMazter said, many thanks also to Flintlock , who implements these wonderful ideas in C3X!

"Shall we extend our Great Wall to this area?" YES! :)

Many, many thanks, man! :)
 
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The Great Wall is another great feature you have created for Civ 3 ! :hatsoff:

Is it possible, that the resources are covered by the Great Wall graphics (and not with resources over the Great Wall graphics), as it is possible with roads and forests in C3X (as here this feature - other than with roads and forests in C3X in my eyes would be useful) ?

Great Wall.jpg
 
The Great Wall is incredible, well done!

One possible feature I've wondered about over the years is an extraterritorial colony to expropriate another civ's resources. This would be an Industrial-era improvement, maybe requiring a special unit, allowing you to claim a strategic resource or luxury in another civ's territory.

I implemented a version of this once with a Hidden Nationality settler produced by a late Industrial corporation Wonder. The dynamic would be that the player would settle resource tiles in less advanced civs' territories, and then post small garrisons there. Less powerful and aggressive civs would just live with it, while more powerful civs would ultimately attack these little outposts in their territory (effectively trying to nationalize their stolen resources). The more advanced civ would eventually get access to large amounts of resources beyond their territory, but would at the same time wind up with defense commitments all over the globe, and a need to sign right of passage and mutual protection agreements with the smaller countries whose resources it was extracting. As a result, it did a pretty good job of simulating a certain phase of imperialism (like late 19th century through the oil nationalizations of the mid-20th century).

I eventually abandoned this system because the AI didn't know how to use it, but I'd always wanted to find some way to replicate it. Here's the pitch: a Hidden Nationality unit that can build a Colony or resource-producing District in another civ's territory that the AI knows how to use.
 
My pleasure, thanks everybody.

Is it possible, that the resources are covered by the Great Wall graphics (and not with resources over the Great Wall graphics), as it is possible with roads and forests in C3X (as here this feature - other than with roads and forests in C3X in my eyes would be useful) ?
Right, it hurts my eyes as well to see resources so jarring over top districts in certain cases. It's doable to do something like forests & roads, I think. What do you think the right way to approach configuration would be? I don't want an all-or-nothing kind of setting in this case, as making clear what resources are available is important, and in cases like @robotlincoln's resources-generated-by-districts, they should probably appear on top.

To my mind, the configuration options would be something like:

(1) C3X config
Code:
resources_not_drawn_over_districts = [oasis, ...]

or

(2) C3X config
Code:
draw_luxury_resources_over_districts = <true|false>
draw_strategic_resources_over_districts = <true|false>

or

(3) Districts config
Code:
#District
name = Great Wall
...
show_resources_on_top = <true|false>

Thoughts?
One possible feature I've wondered about over the years is an extraterritorial colony to expropriate another civ's resources. This would be an Industrial-era improvement, maybe requiring a special unit, allowing you to claim a strategic resource or luxury in another civ's territory.
This is a great idea. I have an idea for this to be possible, but am hesitant to do the art myself, as that tends to be the most time consuming. How about I implement a flag or two in districts config to make this possible, but leave the art to you or others? That ok?

It seems like to really make this realistic, there should be a way to make the victim-civ in question have a lowered relationship/opinion of the aggressor as well. Hmm....
 
(3) Districts config
Code:
#District
name = Great Wall
...
show_resources_on_top = <true|false>

Thoughts?
In my eyes quite clear number 3 (districts configuration) is the best solution for that problem, as it allows a flexible handling for the districts.
 
This is a great idea. I have an idea for this to be possible, but am hesitant to do the art myself, as that tends to be the most time consuming. How about I implement a flag or two in districts config to make this possible, but leave the art to you or others? That ok?

It seems like to really make this realistic, there should be a way to make the victim-civ in question have a lowered relationship/opinion of the aggressor as well. Hmm....
Thank you! I agree that it should hurt the relationship/opinion, but when I tested it out as a Hidden Nationality settler placing a city in another civ's territory, the AI was pretty aggressive toward it. I wonder if the same will also be the case with a colony or district.

And yes, happy to take care of the art, I think the colony graphics should work fine.

And do you think it will be difficult to program the AI to know how to use a unit that plants colonies in rival civs' territory?
 
Thank you! I agree that it should hurt the relationship/opinion, but when I tested it out as a Hidden Nationality settler placing a city in another civ's territory, the AI was pretty aggressive toward it. I wonder if the same will also be the case with a colony or district.

And yes, happy to take care of the art, I think the colony graphics should work fine.
I've thought about this a bit more and am wondering: does this really need to be a district? Would it suffice to just surgically patch a few things in the source code and instead allow colonies to be founded inside others' territory, and (maybe separately) not be swept up by expanding borders?

If I've learned anything from Flintlock, it's that often a few well-placed minor changes to the codebase can achieve a lot. And after reflecting a bit, I realized there's actually quite a bit wired in the game about how colonies work that it'd be much simpler just to slightly tweak instead of trying to reinvent the wheel as a district. The art is maybe the easy part, other things like handling when a rival civ unit enters them, drawing the "Colony, <Civ> <Resource>" text and borders in the UI, not to mention tradenet calculating who-gets-the-resource and so on - that's code I'm hesitant to recreate in districts code if there's an easier way. (especially given that we're leaning towards just keeping the vanilla graphics).

So anyway I did a small experiment and found the function that, when a game is started or a civ's territory grows, checks for (among many other things) colonies within someone's territory and if found, removes them. For that specific check, I just overrode it and always returned false, so no colonies are removed due to being in someone's territory. And the result is:
1768718090118.png


1768718130476.png


(and from Babylon's perspective, no dyes)
1768721784023.png


Success! We can have extraterritorial colonies and the resources extraction just *works* with barely any code changes at all.

I also found how the "Build Colony" button checks (whether to show it or not and allow a worker to build one) happen and can pretty easily override those (I think). So basically, barring unforeseen snags, it's relatively simple to just let players both build and keep colonies in other people's territories, without it needing to be a district. This would all be set via C3X configs, of course.

Additionally, I found where in the code leaders' attitudes towards one another is determined. I think I could just add some negative value (users could configure, e.g. -4) to the base relationship score for each colony in someone else's territory.

So long story short, it appears straightforward to allow users to found and keep foreign colonies, and also allow relations to deteriorate due to that. This seems pretty compelling and interesting to me, and also, more realistic, as when one civ's borders expand, another civ's people on that territory don't magically disappear, but instead may become a point of contention. Not to mention expropriating resources actually, well, happens in the real world.

What do you think? I'm inclined to go this route instead of making it a special district type.

The only downsides I see are that, if not a district, we aren't able to layer in technology/wonder/whatever checks districts allow for, and also custom graphics, etc. But in the great scheme of things that seems minor to me.

And do you think it will be difficult to program the AI to know how to use a unit that plants colonies in rival civs' territory?
I need to investigate on this one. This may actually be the trickiest piece. I'm thinking I can patch how vanilla workers search for candidate colony tiles and override the check that only considers resources on tiles with no territory owner. If that is possible, this could work without much coding.

Creating an extraterritorial colony is kind of an aggressive act, so we'd need to think through the right circumstances for workers to do so. Maybe if one civ's military strength is "much stronger" than the other civ's? (I don't know how that check currently works). Or any other factors that should be considered, if they're not too complex?
 
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