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C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More Release 26

Greetings and a Happy New Year with health and joy!
1. I'm interested in a setting (maybe optional) so that the AI doesn't consume all citizens in cities, meaning to have a limit, in case I want to set that military unit or certain buildings to "consume" one or more citizens when they are "produced"!!
2. I would go even further, in that units "produced" by a city should also be maintained with food by the city that "produced" them, or be subtracted from the "country's" food total!
3. Could a building, for example a bakery, convert some of the raw food into bread and money?
Hello again, and a happy new year to you too.
1. I'm assuming you're asking for a minimum population below which the AI will not build units that require pop points, right? That would be easy to implement and again is something that would be trivial with Lua. Ideally I could make the AI emphasize pop growth more when it's building those kind of units, like a human would, but that's more difficult of course.
2. This is similar to how it worked back in Civ 2, units cost shields to maintain and each was attached to a home city that paid its maintenance. One of the reasons they dropped that for Civ 3 was that the AI could never handle it well. It wouldn't be difficult to reintroduce the mechanic, getting the AI to understand it is another story,
3. Yes, this is already possible in C3X with resource generation from buildings. You could add a bakery building and a bread resource, then set the bakery to require wheat, and in the C3X options set the bakery to produce bread like so: "buildings_generating_resources = [Bakery: yields Bread]". When there's a bakery in a city with access to wheat (*), the bakery will give the city a source of bread as well. Specifying "yields" means that the bakery will also add the food, shields, and commerce from the bread resource to the city as well.

* Wheat is a bonus resource so it's not part of the trade network. You'd have to make it a strategic or luxury resource, or set the bakery to require the resource in the city's area so it has access.

Huge thanks Flintlock!
I'm happy to do it, it's always worth the time to swat a bug. This was a tough one but I got it figured out. The crash occurs in the interface. The game crashes when it attempts to open the popup that asks the player to choose a new build for a city, Shinbone to be specific, that has completed its last build. For some reason, the game fails to find a new build option for Shinbone to present as the default option in the drop down selector, which means the selector doesn't get initialized. Then the problem is that the code to open the popup assumes the selector has been initialized and crashes when it hasn't.

I'll fix this in future versions of C3X by inserting some code that runs after the game attempts to find a new build option that chooses Wealth if the base logic fails to find anything or, if even Wealth is unbuildable, picks anything from the list of units or buildings that can be built by the city just so it doesn't crash. In the mean time, you can work around the issue by queuing up Wealth, or "Sector Commerce" in your case, as the next build in Shinbone because the game will take the next build off the queue if it can instead of trying to find one.

Corruption does not exist in the Capitol city no matter how much I try. Would it be easy to allow the Capitol to experience corruption?
Probably. There's a rule in the corruption calculation that capitals always have zero corruption. I could remove that rule relatively easily so capital cities run the normal corruption calculation, but they'd have distance zero and rank zero, so their corruption rate might turn out to be zero anyway. Not sure how that would work out, but it's worth trying at least.

Some honorable mentions (not priority) that could help too are ability for blds to add shields to production not by percentage but exact number of shields per turn and also for all other stats (science, commerce, food, corruption).
It's already possible for buildings to add food, shields, and commerce to their cities with C3X. Set them to produce a bonus resource with "yields" enabled like I described above. The yields are added as if they were gathered from tiles so the added shields and commerce are subject to corruption. Adding science, corruption, or decorruption (like a specialist) is not possible right now.
 
@Flintlock

Thank you for implementing the new features for army units they are very helpful. I was also wondering whether it would be possible to reuse the settler mechanics, so that another unit with this ability would, instead of founding cities, establish forts on the map. The fort itself would be an immobile unit, with settings that could be tweaked and adjusted.
 
Hello again, and a happy new year to you too.
1. I'm assuming you're asking for a minimum population below which the AI will not build units that require pop points, right? That would be easy to implement and again is something that would be trivial with Lua. Ideally I could make the AI emphasize pop growth more when it's building those kind of units, like a human would, but that's more difficult of course.
2. This is similar to how it worked back in Civ 2, units cost shields to maintain and each was attached to a home city that paid its maintenance. One of the reasons they dropped that for Civ 3 was that the AI could never handle it well. It wouldn't be difficult to reintroduce the mechanic, getting the AI to understand it is another story,
3. Yes, this is already possible in C3X with resource generation from buildings. You could add a bakery building and a bread resource, then set the bakery to require wheat, and in the C3X options set the bakery to produce bread like so: "buildings_generating_resources = [Bakery: yields Bread]". When there's a bakery in a city with access to wheat (*), the bakery will give the city a source of bread as well. Specifying "yields" means that the bakery will also add the food, shields, and commerce from the bread resource to the city as well.

* Wheat is a bonus resource so it's not part of the trade network. You'd have to make it a strategic or luxury resource, or set the bakery to require the resource in the city's area so it has access.
Thank you! :)
1. Indeed, that's what I meant, a minimum population below which the AI cannot build military units! It would be closely related to point 2 regarding the use of food for the maintenance of military units!
2. Hmm... I don't know if it's possible, but what if we had a "food total" like money, from which military units "eat", with the same mechanics as in the case of maintenance? Would it differ from the mechanics in Civ 2? Would the AI understand such a setting?
- If the food setting could be done, then the AI wouldn't be able to use all the food and thus not "suicide" its population -related to point 1 - minimum population used for the construction of military units!
3. I understood! Thank you for the guidance!

Thank you very much for your response and understanding!
 
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Thank you! :)
1. Indeed, that's what I meant, a minimum population below which the AI cannot build military units! It would be closely related to point 2 regarding the use of food for the maintenance of military units!
2. Hmm... I don't know if it's possible, but what if we had a "food total" like money, from which military units "eat", with the same mechanics as in the case of maintenance? Would it differ from the mechanics in Civ 2? Would the AI understand such a setting?
- If the food setting could be done, then the AI wouldn't be able to use all the food and thus not "suicide" its population -related to point 1 - minimum population used for the construction of military units!
3. I understood! Thank you for the guidance!

Thank you very much for your response and understanding!
Food and resource maintenance for units and buildings is the next frontier! Thanks for all your hard work Flintlock
 
Greetings and respect to all Civ3 fans who are still keeping this game alive in 2026, and thanks again to Flintlock for this C3X game expansion, which completely revolutionizes the way Civ3 is played and modded.
I have an idea for a development (I don't know if it's easily achievable, though) that could greatly facilitate modding possibilities: the editor always provides AND-type conditions, for example, to produce units or buildings (for example you need iron AND coal), but sometimes for certain mods it would be very useful to have OR-type conditions. For example, in my Eldorado mod, I would love to have buildings accessible to civs with the fictional “European” technology OR the fictional “Muslim” technology. The lack of logical OR forces me to find complicated workarounds or duplicate certain things in the editor that could otherwise be simpler.
I am also thinking of resources that would benefit from an OR condition. Take iron, for example: in 1450, the resource is visible to all Europeans, but it should not be visible to indigenous peoples, who would need specific technology. With AND conditions, you have to create two almost identical resources (and increase the confusion on the map), but with OR, it becomes easy!
 
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Greetings and respect to all Civ3 fans who are still keeping this game alive in 2026, and thanks again to Flintlock for this C3X game expansion, which completely revolutionizes the way Civ3 is played and modded.
I have an idea for a development (I don't know if it's easily achievable, though) that could greatly facilitate modding possibilities: the editor always provides AND-type conditions, for example, to produce units or buildings (for example you need iron AND coal), but sometimes for certain mods it would be very useful to have OR-type conditions. For example, in my Eldorado mod, I would love to have buildings accessible to civs with the fictional “European” technology OR the fictional “Muslim” technology. The lack of logical OR forces me to find complicated workarounds or duplicate certain things in the editor that could otherwise be simpler.
I am also thinking of resources that would benefit from an OR condition. Take iron, for example: in 1450, the resource is visible to all Europeans, but it should not be visible to indigenous peoples, who would need specific technology. With AND conditions, you have to create two almost identical resources (and increase the confusion on the map), but with OR, it becomes easy!

Perhaps a consideration for when Lua is integrated, but I've always wanted to have and/or resources based on resource slots, so it'd look something like this

Jeweler improvement requires
RESOURCE SLOT 1 (either GOLD or SILVER or COPPER)
AND
RESOURCE SLOT 2 (either DIAMONDS or JADE or RUBIES)

The icing on the cake would to choose which slot(s) also require the resource to be in the radius.
 
Jeweler improvement requires
RESOURCE SLOT 1 (either GOLD or SILVER or COPPER)
AND
RESOURCE SLOT 2 (either DIAMONDS or JADE or RUBIES)
Hello!
...same for the Bakery: Wheat or Rice or Corn etc...
...same for the Butcher shop: Cows or Pigs or Sheep, Goats, maybe Game etc.
With a bonus depending on the resource used and its value!

Another idea would be that plains could be favorable for Agriculture Farms , Grassland for Animal Farms, hills for Vineyards and Fruit Farms etc. each with different food/money bonuses, for example, it would be better to have Animal Farms if you have grassland around or Agricultural Farms if you have plains around or orchards/vineyards if you have hills etc. or combined if you have several landforms, each with its own advantage!
... maybe a penalty - if you build the Agriculture Farm on Grassland, there should be a penalty, for example -1 food, if you build the Animal Farm on plains, there should also be a penalty, and so on!
... and you can also build some buildings that will enhance these lands even more, such as a winery, a bakery, a butcher shop...

Thank you for your attention!
 
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I'm happy to do it, it's always worth the time to swat a bug. This was a tough one but I got it figured out. The crash occurs in the interface. The game crashes when it attempts to open the popup that asks the player to choose a new build for a city, Shinbone to be specific, that has completed its last build. For some reason, the game fails to find a new build option for Shinbone to present as the default option in the drop down selector, which means the selector doesn't get initialized. Then the problem is that the code to open the popup assumes the selector has been initialized and crashes when it hasn't.
Ok, interesting. I've seen this issue before (causing a crash that is) but on the first turn I might have one city building nothing, occasionally when investigating non important AI planets (cities) I'll see nothing being built, but if investigating a turn or two later, they seem to be building something like usual.

Very weird, glad you have a plan, glad it won't impact AI, and in the interim glad a solution is just to have something in the build que.

Now, if I can remember how to set up a build que.
 
Hello!
These settings (maybe weirder :)) could be made as an optional package, like Districts?
1. Is it possible for each civilization to have its own technology trees, different from the others? For example, when playing with the French, you would only see the French technology trees!
2. Could technology trees change during the game?
- Could technology trees be blurred and only the links be revealed when you discover something?
4. Could a random for various discoveries be introduced into the game, apart from the Academy etc.?
- one or two surprise discoveries?
- maybe a random of 2-3 discoveries to choose from?
6. Could disasters or natural phenomena be set to work according to the location of the PCX image?

Thank you for your understanding and attention!
 
No.1 is already technically possible through the Editor. Constructing 31 civ-specific tech trees would be a lot of work, though.
 
The first suggestion is already possible with a few tricks in the editor. And the specific trees for civilizations do require quite a bit of work (that's what I did in all my mods), but it's much more interesting and immersive for the player.
For the record, there are 26 nations in Eldorado5 and they all have their own specific technology tree: some technologies are exchangeable, others are not.
 
For the record, there are 26 nations in Eldorado5 and they all have their own specific technology tree: some technologies are exchangeable, others are not.
Hello!
If it is possible...where is your mod/mods posted! I'm really interested in this approach and those tricks! :)

Thanks!
 
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No.1 is already technically possible through the Editor. Constructing 31 civ-specific tech trees would be a lot of work, though.
Hello!
Even though it will be more work, I would like to do something like this for my mod, if you have any suggestions...
Thank you!
 
...Hello!
I don't know if it's possible to do... a visual randomization of the image... for example, when you plant a forest!
Maybe it can be applied to other things...
Is it possible?
 
One more thing:
- can a setting be made with a mine invisible to opponents, which will affect/destroy human units or/and motorized units, with different levels of damage - until the appearance of a unit specialized in detection/detonation/destruction?
- or can bridges be dynamited, with a defined explosion time and some with an indefinite time, randomly, every 1,2,3 turns, so you don't know exactly when it will explode?
Thanks for your attention!
 
- can a setting be made with a mine invisible to opponents, which will affect/destroy human units or/and motorized units, with different levels of damage - until the appearance of a unit specialized in detection/detonation/destruction?
It's certainly possible to use the Editor to define/ design an invisible (land)mine-type unit, e.g. @Vuldacon's total-conversion scenario Escape From Zombie Island II has such a unit: an Autoproduced, Invisible, Immobile, Airdropped land-unit, with Zone of Control and high A.D-values but low HP (relative to most units in EFZI).

Unit-pathing in EFZI is strongly limited by the Wheeled flag + Impassable terrains, so when dropped in strategic chokepoints on the (premade) map, a landmine will kill most incoming / airdropping enemy units fairly reliably (and you need to guard it with a visible unit to prevent friendlies from running over it accidentally!). But since it cannot be moved after deployment, it will eventually run out of HP -- especially if hit repeatedly within a few consecutive turns. The safest way to 'defuse' enemy landmines is thus to bombard them from a nearby tile, which the unpatched CivIII AI is ... not great at (but this is good in context, because otherwise the scenario would likely be unwinnable).
 
For anyone interested in what's coming in the next districts release, here's a preview:
(this'll be redundant for anyone who has seen it in the districts thread, sorry for duplicating info)

Ports, Canals, Bridges, Maritime Wonders, and more. And cities not adjacent to the coast can build naval units if they have a Port (see Beijing in 2nd pic). Bridge & Canal length limits and much more can be set by config.

This will take some time and I still have a lot of tuning and polishing to do, including for the AI, as well as finish some art. The below pics are all AI players.
1768494088822.png

1768494188806.png
 
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For anyone interested in what's coming in the next districts release, here's a preview:
(this'll be redundant for anyone who has seen it in the districts thread, sorry for duplicating info)

Ports, Canals, Bridges, Maritime Wonders, and more. And cities not adjacent to the coast can build naval units if they have a Port (see Beijing in 2nd pic). Bridge & Canal length limits and much more can be set by config.

This will take some time and I still have a lot of tuning and polishing to do, including for the AI, as well as finish some art. The below pics are all AI players.
View attachment 754543
View attachment 754545
Unreal that you are able to add to the game like this. Don't stop! Keep up the good work.

Since you are focused in districts im gonna ask this question. In my limited civ5 experience I really liked the animated terrain, specially when enemy units pillage tiles. Instead of tile improv disappearing they would switched to partially destroyed versions with fire and smoke comming out. Is that within the scope of what you are trying to do? That would be sick.
 
Unreal that you are able to add to the game like this. Don't stop! Keep up the good work.

Since you are focused in districts im gonna ask this question. In my limited civ5 experience I really liked the animated terrain, specially when enemy units pillage tiles. Instead of tile improv disappearing they would switched to partially destroyed versions with fire and smoke comming out. Is that within the scope of what you are trying to do? That would be sick.
Maybe even alt ruins versions matching the improv that was destroyed would suffice to keep it nice and simple.

Anyways if you do add alternate ruin textures matching destroyed districs also make sure ruins have to be cleaned up like craters/pollution. I'd like to leave some of those around in my games for anesthetic purposes and not have them vanish with a road.
 
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