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C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More Release 21

Meaning what?
We PM _you_ for approval before making a request to the thread?

Flintlock is the one doing all the work, I believe it is fair that they get to decide what constitutes a waste of their time. Not an arbitrarily self appointed forum member.

Your opinion that you would prefer the focus to be in other areas is fine. Your tone in that post however is rude, arrogant and condescending.
Since we are sharing controversial opinions and all.
 
This would be my first time commenting on this project, while following it for a while. I want to provide a bit of a controversial opinion on this, after reading a bunch of posts, especially recently. I believe this thread (and the efforts put here by it's sole developer) are getting exceedingly derailed by a lot of very narrow and, in some cases, just plainly weird requests.

I think that there has been a lot of suggestions for very narrow, and, I dare say, extravagant, things here. Things focusing on specific scenarios and types of play that, frankly, I personally (as a casual player still loving Civ 3 since 2001) don't really like seeing in general, much less getting someone who is doing their best effort at improving the game overall, wasting their time with. Stuff like, most recently, limiting the number of units per type/terrain/city on a given tile, AI value on specific units + many more extravagant (to me - plainly useless) options.

While stuff like hardcoded limits (on civs/eras/techs, etc.) and other base mechanics, while taking far greater time to resolve, but would improve the game much further than minor things (as I see them), have been burried under the wight of over 120 pages. And the whole conversation shifted to stuff including very peculiar/taste based things. Things that are, at least to me, are a complete waste of time, given the effort of one single person that is trying to balance the requests of the community.

I do realize that the community of this game that is left here in its current form is pretty hardcore, and, in many regards, pretty narrowly focused after playing this game for what is decades at this point - but one has to realise bigger implications at hand.

To me, given that Flintlock has recently brought up a possibility of him intoriducing a new scripting language, that would allow to greately improve his ability to modify the game - that takes precedence over whatver 'improvement' (and I do mean the ''s) anyone can come up with at this point.

We give suggestions and ideas. If it's feasible and doesn't take up too much of his time then he does it. We then test and give feedback. Hardcoded things like civ limits are difficult and time consuming. It's far better to have new toys and keep interest up than have no new version released in 2 years.

This is the modding section. Things like rail road movement limits, ability to move after airdrop, AI being able to use artillery, perfuming of units and improvements, unit on tile limit are not niche or a waste of time. They're a modder's bread and butter and allows for so many modding options as well as AI performance improvement. C3X core audience are modders. Stock game purist haven't even starting playing it widely despite every change including bug fixes being optional and so many quality of life features available.

So who exactly are you speaking for except yourself? Make your request and respect those of others.
 
Meaning what?
We PM _you_ for approval before making a request to the thread?

Flintlock is the one doing all the work, I believe it is fair that they get to decide what constitutes a waste of their time. Not an arbitrarily self appointed forum member.

Your opinion that you would prefer the focus to be in other areas is fine. Your tone in that post however is rude, arrogant and condescending.
Since we are sharing controversial opinions and all.
You are being rude as well. I tend to agree with him.
 
Flintlock, I read a while back you were looking into dealing with some of the units which don't stack correctly in city or other menus. Currently, some of my units stack (XXXX regular unit x5) other times my units don't (YYYY regular unit; YYYY regular unit; etc.) Even with this issue, it is materially better than the base game (most cities would be a never ending scroll a few hundred turns in.

Also, would it be possible to have a building limit not tied to resources? So you want to build a barracks, you are allowed a base amount of 5, and then 1 per every 3 cities (similar to how unit limits work). Is this even possible without taking an overly burdensome amount of time?

I must add so it is clear, your EXE mod is a whole other level, 1,000 thanks!
 
Something is happening with these 2 options below.... They cannot both be true. One of the other, or both have to be false or game crashes.
Something else... This one is not a big deal because it's working the way I have it in bold below, but I used to just write [all] with the brackets and have no issues, but it started to crash this time around until I changed them to what's shown here.
I wasn't able to replicate these crashes by simply setting the config that way. Can you share more about your setup? When does the game crash, exactly?

Also I want to report a minor bug.
With modified retreat-rules "all-units" or "if-faster" it is possible for units flagged "immobile" to retreat. This makes it possible to push immobile units with more than one hp across the entire map (if they heal one hp every turn). This is strange, for example, with pre-placed immobile units in some scenarios (bunkers or similar). Is it possible to check if units are immobile, before allowing their retreat?
Fixed. Oddly, immobile units can retreat in the base game as long as they have more than one move. That's part of how that bug got in there, if the base game logic had considered the immobile flag, I would have seen that and considered it. The fix carves out an exception for immobile units so the all-units retreat setting doesn't apply to them. That way you'll get the base game behavior for them.

Would it be possible for the respawn ai character option on the game rules to spawn them but not spawn at war? In my experience this is more detrimental to the ai than the player.
Probably. I wouldn't know how to do it right off hand but that certainly sounds possible.

Out of curiosity, did you look into that? Is it easy to do or rather not?
I don't know what would be involved in adding a new player to an ongoing game. Transferring control of the cities would be easy, but I'd be worried about things like diplomacy since I don't have that data all mapped out so I might not be able to clear it properly for a new player.

Non-unlimited railroad movement: I understand this is possible, but I'm not sure how the INI logic works, particularly if it also affects regular road movement. Can road movement be left as is, and make railroads twice or thrice as efficient?
The railroad limit doesn't affect road movement. It can be used to make railroads work like faster roads, or work like in Civ 4 where they give a fixed movement distance to all unit types.

It's funny because I kind of thought that was part of your mods and I was already using the extended city radius as such a given, but it turns out I just forgot that wasn't the case when I switched from version 13 to version 20 and the game started crashing the first time I tried to move a unit. Turns out I had used version 13 back on Antal's original EXE and everything was compatible, or at least the game didn't crash on my attempts. But version 20 didn't seem to maintain that compatibility.
That's too bad about the incompatibility with Antal's edits. As C3X grew, it was inevitable that at some point they would conflict. Expanded city radius is something I could (maybe, no promises) add to C3X in the future. One of the reasons I haven't done it yet is that I think it would make more sense for the radius to expand only for cities beyond a certain size or with a certain improvement, but that's far more difficult than changing the radius for all cities. On the plus side, I could look at the edits Antal made and use that as a starting point for the feature. As I recall there was some bug with his implementation of the expanded radius that he never properly fixed.

This would be my first time commenting on this project, while following it for a while. I want to provide a bit of a controversial opinion on this, after reading a bunch of posts, especially recently. I believe this thread (and the efforts put here by it's sole developer) are getting exceedingly derailed by a lot of very narrow and, in some cases, just plainly weird requests.
There's some truth to this. Often I take on requests thinking they'll be quick and easy, but then a bunch of unforeseen issues come up and the request ends up taking a lot longer than I thought it would, delaying other things. A perfect example is the unit stack limit. It is simple to restrict units from walking onto overcrowded tiles, as I expected, but it turns out it's difficult to block the AI from airlifting, airdropping, and especially rebasing units beyond the limit.

It's much easier to prevent the human player since the player's actions are gated by various "can do X here" functions that I can edit. But the AI doesn't have any of those for airlifting, etc. so I have to edit some other part of the logic to prevent the AI from taking those actions. For example, for AI airlifting into a city, I can edit the check that the city has an airport to return that it does not if the tile is overcrowded. The real problem, though, is that I don't see anywhere I can easily edit to stop the AI from rebasing its aircraft. I'll have to think of something clever or edit the machine code directly, which is something I do only if I can't avoid it.

Meanwhile I've only spent one day working on the 32 MB save limit. What I've discovered so far is that it's unfortunately not an artificial limit like a buffer that can be expanded. The problem is simply that the game is running out of memory, and that shows up first as failing to save because the game tries to allocate a chunk of memory large enough to store the entire save file. In my test, it failed to allocate once the uncompressed save size reached about 36 MB. The game still had 100 - 150 MB of memory available of its entire 2 GB range, but couldn't allocate 36 MB due to fragmentation, i.e., there wasn't a large enough consecutive chunk of space available.

Next I started investigating where all the memory is going because I don't think the game ought to require nearly that much. I remember first playing Civ 3 on a Pentium 3 system with 128 MB of RAM, so the basic memory requirement for the interface, terrain, etc. must be pretty low. It's a question of what it's loading over the course of a game that's taking so much space. It can't be the game data itself since that's stored in uncompressed save files of only about 36 MB. It must be the art files, but doing some rough math, all the Art/Units folders from vanilla + PTW + Conquests sum to about 190 MB, and all the Sounds folders sum to about 240 MB. So even loading all of that at once wouldn't use up that much space. Although they would be decompressed after loading so would take up more space in memory than on disk, but on the other hand I know for a fact that the game only loads art assets for unit types that are on the map, so in practice the vast majority of them won't be loaded at all.

Poking around inside game's memory using VMMap, I noticed that many of its allocations were performed by jgl.dll and sound.dll, not the EXE itself. That's pretty annoying because I don't have those DLLs nicely decompiled and C3X isn't set up to modify them. I intercepted the EXE's calls to operator new and recorded all allocations done that way while loading a game. The EXE allocated a total of about 90 MB like that of a grand total 1700-some MB used by the process, so that reinforces that the DLLs are responsible for wasting so much memory.

BTW, all these numbers are for the save someone posted to this thread a while ago that was close to the limit. That save is a good example since it uses only the base game's art files, so that eliminates custom art right off the bat as a possibility for where the memory is going. I'm not sure what I can do, if anything, about the so-called 32 MB save limit (in reality it's not a limit and doesn't occur at 32 MB). The good news is that setting the Large Address Aware bit on the EXE allows it to use an extra gigabyte or so of memory and C3X already does that when you install it. I'd still like to investigate more to figure out where the memory is actually going, if only because I'm curious now.

Flintlock, I read a while back you were looking into dealing with some of the units which don't stack correctly in city or other menus. Currently, some of my units stack (XXXX regular unit x5) other times my units don't (YYYY regular unit; YYYY regular unit; etc.) Even with this issue, it is materially better than the base game (most cities would be a never ending scroll a few hundred turns in.
I don't know why the unit grouping wouldn't work sometimes. It's not something I've ever seen in my own games so I'll have to investigate. I know for AI units they'll sometimes be split into different groups because the unit types get duplicated to spread out AI strategies, but people are reporting other issues.

Also, would it be possible to have a building limit not tied to resources? So you want to build a barracks, you are allowed a base amount of 5, and then 1 per every 3 cities (similar to how unit limits work). Is this even possible without taking an overly burdensome amount of time?
That would be possible. It's easier to do now that I've implemented unit limits since the two would work similarly.
 
I don't know why the unit grouping wouldn't work sometimes. It's not something I've ever seen in my own games so I'll have to investigate. I know for AI units they'll sometimes be split into different groups because the unit types get duplicated to spread out AI strategies, but people are reporting other issues.


That would be possible. It's easier to do now that I've implemented unit limits since the two would work similarly.
Hmm, weird how I have the unit grouping issue then as I'm not AI ;P

As it goes for the building limits, I'm salivating at that!

As always, great mod!
 
Meanwhile I've only spent one day working on the 32 MB save limit. What I've discovered so far is that it's unfortunately not an artificial limit like a buffer that can be expanded. The problem is simply that the game is running out of memory, and that shows up first as failing to save because the game tries to allocate a chunk of memory large enough to store the entire save file. In my test, it failed to allocate once the uncompressed save size reached about 36 MB. The game still had 100 - 150 MB of memory available of its entire 2 GB range, but couldn't allocate 36 MB due to fragmentation, i.e., there wasn't a large enough consecutive chunk of space available.
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 don't even know if the game is aware I'm loading between saves with the same biq (allowing it to save time loading the biq), or if it just unloads the entire mod, then loads it back up again.
 
I'd like to say thanks, Flintlock. Your mod revolutionized the Civ 3 experience in Multiplayer, too. And it's not only the shared visibility in coop. We dropped a Sheridan by parachute in enemy territory and attacked a city in the same turn. This made the AI scramble an Attack Helicopter to counterattack (ZOC, defensive bombardment). The Helicopter itself was then intercepted and shot down by one of our F22s. So we had an exiting chain of events: Dropping the tank, starting the attack, getting bombarded by a helicopter, which was intercepted. Awesome. It shows the true potential of your work. Thank you!
 
  • You can make really cool stealthy land units by, first, giving them the "Invisible" flag.
  • But that makes them totally invisible, and they stay hidden even after they have attacked. You wouldn't even know what killed you. It's like fighting ghosts...
  • A good solution is to give every land unit the "Detect Invisible" flag, then it has the effect of making the units partially invisible.
  • You cannot see them when they cross your borders or roam around your lands, you can only see them once they are right next to one of your own units.
I followed the recipe above, and implemented it for Partisans and Guerrillas after installing R21 Preview 1. I can confirm that as far as detection is concerned, the new "no_cross_shore_detection = true" option works: Land and sea units can only detect invisible units in their own realm. I found no exceptions. Air units will only detect land units, by the way (or other aircraft, which are land based), but never sea units.

But as Chalito reported earlier, there seems to be a conflict with other options in the config file involving invisible units. The game will crash (hang indefinitely) with certain combinations.
Something is happening with these 2 options below.... They cannot both be true. One of the other, or both have to be false or game crashes.


; Stops invisible units from being targeted by stealth attacks. They can still be targeted if they've been revealed by the attacking civ.
exclude_invisible_units_from_stealth_attack = true

; This option makes it so that only sea units with the "detect invisible" ability can reveal invisible sea units, and likewise for non-sea units.
no_cross_shore_detection = false
I have the opposite settings to Chalito:

exclude_invisible_units_from_stealth_attack = false
no_cross_shore_detection =
true

For me, any combination of these two seems to work fine. But the problem occurs when I also turn on
special_defensive_bombard_rules =
[lethal not-invisible docked-vs-land]
and attack with a Partisan or Guerrilla.

If I delete "not-invisible", then I'm OK and the game doesn't crash.
 
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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 don't even know if the game is aware I'm loading between saves with the same biq (allowing it to save time loading the biq), or if it just unloads the entire mod, then loads it back up again.
The game must be reloading the BIQ data each time since that gets packed into each save file. Even if the save you're loading was created from the same mod, it might be a slightly different version so the scenario data would have to be reloaded just in case. Now, art assets are a different story. There, the game might try to leave them in memory instead of reloading them all. I've never checked what it does.

Awesome. It shows the true potential of your work. Thank you!
You're very welcome. :) Always glad to hear from people who enjoy the mod.

exclude_invisible_units_from_stealth_attack = false
no_cross_shore_detection =
true
For me, any combination of these two seems to work fine. But the problem occurs when I also turn on
special_defensive_bombard_rules =
[lethal not-invisible docked-vs-land]
and attack with a Partisan or Guerrilla.
Thanks for the info. I'll look into it.

Edit: Fixed.
 
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Hey Flintlock, awesome project. I cannot live without it (in Civ3)

Some thoughts/ideas/wishes:

Why animate collateral bombardment damage against stacks at all? Is it possible to just play an extra sound effect, then at the end of the (stack) bombardment show a quick message telling how many units where hit? I don't think players need to see the individual unit hit by the collateral damage, you can just check after the fact, like Civ4 does it. It would save time when playing with animations on.

Also maybe an option to limit the maximum amount of damaged units to the bombardment strength of the attacker would be helpful, so a catapult would only damage 4 units max, while a bomber could damage up to 12. To make it less confusing in game, it could be "bombardment strength -1" for extra units hit, as the first unit is the one that was attacked.

So you could have bombers only ever do one point of damage, but cause collateral damage, while fighters only damage one target, but for up to 2-3 hp - somewhat the inverse of vanilla.
Maybe the F15 and stealth figher would also get collateral. Would make the fighters stand out and make them more worthwhile.

Do artillery units have invisible hp (they get promoted after killing units)? If so, to introduce counterplay to artillery, horseback units and tanks could do collateral "bombardment" when attacking a stack, like the flanking ability in civ4. Hit ratio calculation might be (attack stat to bombard strength/2).
If we destroy artillery by using the usually most optimal attacker, we couldn't collect so much artillery from our opponents, which I find myself doing a lot after a while.

An option to shield against collateral and flanking damage with city buildings (e.g. city walls, civil defense, etc.) and for units on a tile with a fortress would be helpful.

Not sure if these things were mentioned/tried before:

- Stopping pollution in cities unassigning citizens from tiles. Already mentioned, so annoying to micromanage this. Sometimes another city grows and occupies the tile, then you need to micro both cities to get to your original arrangement. +1 for this
- Possibility to disable wonder rushing for scientific leaders. Maybe limit to national wonders like the military leaders. I find their intended effect of a scientific age is usually not worth it, while getting a wonder always is.
- Transport helicopter on a carrier. So much synergy potential between those two units. This one seems possible, armies are like a transport that can load into other transports, yet it doesn't allow it when set in the editor.
- Culture flipped cities with units sitting in them not deleting the units. Ideal would be teleporting them to the nearest city with 1 hp left, maybe artillery swaps ownership. Its meant to nerf conquest, but just frustrating the way it is now.
- One very minor thing is visualizing the despotism penalty. Red icons in the city view and in tile info? I know everyone browsing this subforum knows about it, yet it feels elegant to do this.
Civ3 always takes the blame for this, while for Civ1 and Civ2 its usually forgiven. This would help newcomers and is a quality of life feature the orignal devs could not come up with in 3 games that had this mechanic.

Regarding Lua, reading between the lines makes it seem you have already made up your mind. What could be achieved with it?
Terraforming? Civ4 style random events? Spawning city states with quests? Eras ending in a disaster, soft resetting progress for all civs (so Civ7 mode, Civ3 is the only other game in the series to have fixed eras)?
Daydreaming here, not actual requests. I don't know much about Lua, its a tool that adds flexibility and a learning opportunity, so its a huge plus.

I disagree with smaller things not being worth their time. Polishing, convenience features, bugfixes, options are always welcome.
Stack commands and disorder warnings were enough to convince me to try C3X and start digging into its capabilities.

When I read that structures generating ressources and units depending on structures were a thing, I came up the following:
Manhattan Project now generates Plutonium, required to build nuclear weapons - the other way to obtain it is building the nuclear plant.
The nuclear bomb (taken from the pacific scenario) is only buildable in the city with the wonder.
Building it gives its owner early access to nukes, while everyone else needs nuclear energy and space flight for the missiles.
This gives the MP builder an actual advantage and feels vanilla enough for me. Impossible with these two options in C3X and fun to play with.

Thank you for inspiring me and making one of my favorite games more fun!
 
Why animate collateral bombardment damage against stacks at all? ... you can just check after the fact, like Civ4 does it.
True, but the Civ4 UI makes it a lot easier to review stack status at a glance. I for one would find discrete explosions a lot more helpful than checking by hand.

Also maybe an option to limit the maximum amount of damaged units to the bombardment strength of the attacker would be helpful
I'm wondering if it's useful to read collateral damage from rate of fire in some way.

- Transport helicopter on a carrier. So much synergy potential between those two units. This one seems possible, armies are like a transport that can load into other transports, yet it doesn't allow it when set in the editor.
I think I can understand why nesting transports were mostly hard-coded out (overstack exploits), but if there was a way to enable it for specific units/empties, it would definitely open up new possibilities. I had to learn the hard way that APCs could either shuttle or join a landing force. :p

Regarding Lua, ... What could be achieved with it?
Anything and everything. :mischief: I've mentioned implementation in Civ2 ToT and that's taken modding to places no-one previously thought possible. I'm not a code monkey so I can't pretend to know what it can and can't do for Civ3, but theoretically everything you listed would become feasible.

I can't overstate how much of a literal game-changer it would be.
 
Flintlock I did a thread search but didn't see it mentioned. Is there anyway to be able to change the benefits of the traits? For example, I lowered the overall anarchy length via C3X so it would be cool to be able to add another benefit to religious civs.
 
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Flintlock I did a thread search but didn't see it mentioned. Is there anyway to be able to change the benefits of the traits? For example, I lowered the overall anarchy length via C3X so it would be cool to be able to add another benefit to religious civs.
These are unfortunately hardcoded so it's very difficult. I've done the same thing with anarchy so religious civs start the game with a 0 shield SW that gives 2 free happy faces in the capital and 2 happy faces globally. This wonder is heavily perfumed so the AI builds it ASAP. I've buffed Seafaring by giving a "free Colossus" as well.
 
New preview version is up: https://github.com/maxpetul/C3X/releases/tag/Release_21_Preview_2. It's mostly bug fixes from the first preview, here's the changelog:
  • Apply the stack limit separately to land, sea, and air units
  • Option to exclude cities from the unit stack limit
  • Do not apply all-units special retreat rule to immobile units
  • Prevent airlifting from violating the stack limit
  • Fix crash related to cross shore detection option
  • Fix units retreating onto fully occupied tiles
  • Fix unit stack limit blocking combat
There's still a lot to do before R21 is done. I have more bugs to fix and haven't gotten around to addressing the fact that the rebase command bypasses the unit limit, meaning there's effectively no way to limit aircraft stacks at the moment. I also want to make it so that the land, sea, and air limits can be set individually, right now the same limit applies to all three. But this update at least addresses a bunch of issues from the first preview.



Why animate collateral bombardment damage against stacks at all? Is it possible to just play an extra sound effect, then at the end of the (stack) bombardment show a quick message telling how many units where hit? I don't think players need to see the individual unit hit by the collateral damage, you can just check after the fact, like Civ4 does it. It would save time when playing with animations on.
That would be possible with some effort. In case you're not aware, it's possible to temporarily turn off combat animations by holding shift while stack bombard is going. That works pretty well, for example you can watch the first few bombard animations just to see how many defenders are in a city then skip the rest. I've been thinking about some other ways to speed up combat animations without just turning them off entirely, like cutting out the fortify animations that units play before attacking. That would help speed up stack bombard. However this kind of thing just isn't a priority for me.

Also maybe an option to limit the maximum amount of damaged units to the bombardment strength of the attacker would be helpful, so a catapult would only damage 4 units max, while a bomber could damage up to 12. To make it less confusing in game, it could be "bombardment strength -1" for extra units hit, as the first unit is the one that was attacked.
This is an interesting idea but I can imagine it would be difficult to keep track of which units are vulnerable to bombardment or not, both for players and in terms of tracking that and storing it in the save. Then there are questions like, what if you damage four units in a stack with catapults then kill one of them by attacking, does that open up another one to be damaged with more catapult bombards?

Do artillery units have invisible hp (they get promoted after killing units)?
Yes, all units have HP.

Not sure if these things were mentioned/tried before:
- I looked into this briefly at one point but it wasn't obvious to me where in the game logic citizens get unassigned from tiles when pollution is spawned. I'd thought it would be easy but I would need to look around some more to figure out how to do it.
- Sure, this would be easy. I've already added an option to allow mil. leaders to rush and this is similar.
- Does this work if you use an editor like Quintillus's to get around the limit in the official one?
- This should be very straight forward. Personally I turn off culture flipping whenever I play, the idea is very poorly realized in Civ 3.
- I'm not sure about this. Editing the interface feels like it ought to be easy, and it sometimes is, but it can also be very awkward for no good reason.

Regarding Lua, reading between the lines makes it seem you have already made up your mind. What could be achieved with it?
Terraforming? Civ4 style random events? Spawning city states with quests? Eras ending in a disaster, soft resetting progress for all civs (so Civ7 mode, Civ3 is the only other game in the series to have fixed eras)?
Daydreaming here, not actual requests. I don't know much about Lua, its a tool that adds flexibility and a learning opportunity, so its a huge plus.
Yes to all those things, except probably city states. I would use Lua to insert little scripts at key places throughout the game logic so it can be customized in a very broad way. As a simple example, you could run a Lua script whenever a player's turn starts that inflicts little random events on them like Civ 4 does, such as randomly choosing a mined tile in their territory to destroy. Some C3X features could be rewritten in Lua, and I would probably do that for some of them just as a test.

The real reason to add Lua is to accommodate all the idiosyncratic requests I get. For example, the unit limits right now can vary based on city count and people have asked for them to vary based on other things like building counts and governments. Adding that to C3X is awkward since the rules would have to be read from the config files and I'd have to do all the work myself. It would be much nicer to simply call out to a Lua script to get a limit for each unit type and player, because that script could compute the limit based on whatever crazy logic people want.

Flintlock I did a thread search but didn't see it mentioned. Is there anyway to be able to change the benefits of the traits? For example, I lowered the overall anarchy length via C3X so it would be cool to be able to add another benefit to religious civs.
The challenge to adding another benefit to the religious trait would be entirely in programming that benefit. Making it depend on the religious trait would be very straight forward, there's nothing complicated about determining which player has which traits.
 
These are unfortunately hardcoded so it's very difficult. I've done the same thing with anarchy so religious civs start the game with a 0 shield SW that gives 2 free happy faces in the capital and 2 happy faces globally. This wonder is heavily perfumed so the AI builds it ASAP. I've buffed Seafaring by giving a "free Colossus" as well.
I have the palace for all civilizations give 4 happy faces with no happy faces globally, which helps the initial turns move along. I also have the palace set to produce 4 culture per turn for the same reason.
 
I would use Lua to insert little scripts at key places throughout the game logic so it can be customized in a very broad way.
May be here Prof. Garfield`s great threads about Lua scripts for Civ 2 TOTPP could be helpful:
 
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Good question, you can't upgrade to a unit type unless you can also build that type in the city in question. So if a unit type has a building prereq, you can only upgrade to it in cities that have that building. This also explains why upgrading armies requires a military academy. I could expand the allow_upgrades_in_any_city option to ignore all building requirements, and probably should. Also, that option really ought to be renamed. It doesn't bypass resource requirements and so doesn't actually allow upgrades in *any* city.

Hi, Flintlock. The ability to upgrade units in any city is a great addition. It's actually a better solution than separating the upgrade ability from the barracks. Were you ever able to see if the C3X building requirements for units could be waived when upgrading? I know army-flagged units are a different story, but enabling normal upgrades with the building prereq would be a great help. Thanks for your continued great work.
 
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