Thorvald of Lym
A Little Sketchy
I presume the key details have been carbon-copied in the dedicated thread, but this link is now depreciated so I'm starved for proper background in the ensuing discussions.Hi everybody - just so you know what is coming ... https://github.com/instafluff0/C3X_Districts/blob/districts_v1/README.md

As has been stated, it's a shame worker boats aren't AI-recognized or that would be the cleanest option. (Also the suggestion of deepwater bridges has my heart aflutter.)While we work to get districts out in R26 Preview 1, a quick question as I think ahead to maritime districts down the road: how should those be built?
Seconding Jorsalfare, the most reliable option would probably be auto-placement, with a logic to prioritize 'empty' coastal tiles closest to the city, and spiral out from there.
So we've discovered Civ 5.Even though I’ve been playing Civilization III for the past 15 years, using C3X has made the game more enjoyable than ever. So I wanted to write down a few additional ideas I’ve been thinking about.
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1-1. Introducing Road Maintenance Cost

While I support the principle of more strategic logistic routes, one concern is that roads and railroads have tile-yield effects, so throttling them without a counterbalance could disrupt the economy. A 'local' road/RR level that improves yield without a movement bonus would solve this, but then we run into the issue of how many improvement layers before things get too tedious.
I'm not sure about a starvation malus: for human players I can see the historical siege dynamic, but it feels like it'll be way too easy to outplay the AI by swarming all the tiles.2. City Status and Defense Bonuses
I like the principle of a refugee mechanic: the Civ2 scenario Red Front allows the player (Soviets) to evacuate frontline population via its settler units. Of course, without an appropriate AI strategy, the computer civs will just see the extra pops starve out if cities receive too many too fast.
5. Expanded Combat Bonuses
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7. Improved Interaction Between Unit Classes
I'm glad you're enjoying my mod. I'll copy these ideas to my list of things to consider during and after implementing Lua scripting since they're mostly what I would consider post-Lua things. In fact some are things I would consider perfect examples of what I want to make possible using Lua, like the combat bonus for cavalry attacking onto flat terrain. Once there's a hook allowing Lua to modify combat odds and an interface letting it access units, unit types, tiles, and terrain, that would be very easy.
So we've discovered Civ4.The combat system I propose keeps Civilization III’s fundamental structure — Stack of Doom combat — but changes the decisive factor of battles from sheer unit count to unit composition and order of engagement.

People were dunking on it earlier in the thread, and while it did take me literal years to figure out how the SoD actually functioned, I've come to understand its appeal—not better or worse than "classic" Civ combat, but different, and provides a good model for the schemes you've outlined.
Since more granular combat tweaks will likely be done via Lua, I will repeat my plug of the Civ2 ToTPP, and Dadais' mod that is a great demonstration of such custom rules in action.
I don't know about the first, but I fully support specialized 'de-fortifying' units, i.e. shock troops. I'm thinking specifically of flamethrowers in the trenches.7-2. Defensive Units Lose Fortify After Combat
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8. Differentiation Between Archers and Artillery
I have no clue how hard this would be to implement within the game's current engine, but I would definitely love to see it.9. Production System Improvements
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A paused project keeps its accumulated shields; switching to another project starts from zero.
Returning to the original project resumes it from the stored shield value.
I would love if this is accompanied by a government trait that waives the penalty.11. Ethnic problems can also create unhappiness.
It also contains a set of optional rule changes to make land transports more viable
If this can be defined per-unit, we may finally have a pathway for 'tiered' nukes.Not sure if these have been mentioned but the ability to adjust the SDI defense's percent change to intercept nukes.
The ability to reduce the collateral damage of nukes to a single tile or INCREASE IT and or turn off its unit collateral damage.
Then the ability to take the nukes collateral damage flag and apply it to other units giving them the ability to damage units in a stack would all be great features.
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ye... I wanna use various units in the war. in original civ3 we always attack with stack of doom which is full of one type of unit... for now I just added more assault infantry(medieval infantry-light infantry-flamethrower-anti tank- tow infantry)
