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C3X: EXE Mod including Bug Fixes, Stack Bombard, and Much More Release 25

As far as pop up messages, I recommend implement the feature that use as less time as you can. Not displaying anything when the message not concern us will be the least time consuming for you.
If this feature become popular and you have time, you could later on provide more options.
If you decide to implement a mechanism of showing up the messages without the game stops, is it possible to color code the type of messages?
For example if a message isn't concern us, it could have the default background color. But if it concern us, it could have a grey background color so we can give proper attention.
I don't know of any easy way to color code the popups. I think what I'll do is look into converting the unimportant popup messages into multiplayer-style text messages in the upper left, as a first step, and then later collect those messages into some kind of log. I'll try to get that first step done for the next release, but no promises since I don't want to delay it by adding a bunch of small-ish things like this. I've committed to several of those already. My goal is still to lift the city limit by the end of the summer like I said a while back, which gives me until September 22, officially.

Then there's also the question of which popups are important enough to show. My plan is to filter them based on text key, which should be enough to let us show only popups for events that involve the player since there are different keys for those. E.g., SUMMARY_THEY_DECLARE_WAR_ON_US for when an AI starts a war against the player versus SUMMARY_DECLARE_WAR when the AIs start fighting among themselves. Though once there's a log, this becomes less important, as you could just send everything there.

You have done amazing work with this mod.
The feature of expanding the city size limit to 3, or 4, or whatever we want is another game changer feature. We couldn't have dreamed that it's possible to expand cities like this.
When you expand the city limit to 1024, then officially we can say Civilization 8 is here.
Thank you for your hard work.
I'm glad you like it, and thank you for your work on the Monstrosity map. I've played at least five, maybe ten, games on it so far, it's a fun variation on Civ 3. I've been playing it recently with a minimum city separation of 5 and work radius of 7. Even then the city limit is reached before all possible city spots get claimed. That map is one of the things that motivated me to work on the city limit, and in fact a couple of years ago it was what motivated me to look into what was blowing up turn times in the late game, which ultimately lead to Trade Net X. I'm looking forward to the next version.
 
I'm glad you like it, and thank you for your work on the Monstrosity map. I've played at least five, maybe ten, games on it so far, it's a fun variation on Civ 3. I've been playing it recently with a minimum city separation of 5 and work radius of 7. Even then the city limit is reached before all possible city spots get claimed. That map is one of the things that motivated me to work on the city limit, and in fact a couple of years ago it was what motivated me to look into what was blowing up turn times in the late game, which ultimately lead to Trade Net X. I'm looking forward to the next version.
Thanks. I use city separation 2 and radius 3. Epic battles. Watch out for the RARR conversion I prepare for the new updated map. New level of gloried battles.

Also thanks for the popup messages. As far as it's possible to do something about it, I will gracefully wait for another magic trick from the magician. :)

Cheers.
 
Hi Flintlock,

I hope I have not already mentioned my final position on the bombardment enhancement, but I concluded it helps the player and hurts the AI. They will make too many of them and just feed them to the player. I was feeling that the change up was good and they did once in great while do some damage with that tactic. The issue is they send one unit with each bombardment unit.

This rarely becomes a stack on huge maps, until late game. It is too late as the player will take some fast movers and take them down and gain extra units for use on them. I still
use it as it is cool to get that rare case when you see 6 riles and 6 cannons coming your way. Of course I will have some armies by them can handle the threat, still it can be a close thing
to get there in time.

The biggest issue to me is that the resources they put into streaming out pairs bombardment devices is hurting empire improvements or making better stacks of attackers. It is the same bugaboo the Ai has of sending units out piecemeal.

I have not tried on smaller than std size maps. It may be a success on island or small maps.

I expect to swap back and forth to keep it fresh.
 
AH! Popups. Could you have a popup to let you know that an improvement was to create a unit within a couple of turns?
 
Now I haven't played this game for a very long time but last shot was with CivMod1 and I had a very loooong save going. The issue was that I used Antals mod with unlimit city which when I tried this mod of course crashed the game. That save was going on for ages IRL.
I read in early posts that it was heck of a job to get a mod to "eliminate" the 512-city limit. How is the situation on this topic. Have it been canned forever ?
I could finish my old save easy enough and get a crack at this much newer CivMod3, but reading in that mod forum it looks to still struggles with errors and stuff. Maybe we see a new version soon, but now with this exe-mod that looks to take care of the issues one have lived with for a decade or more. Sub and artillery was my main concern and this looks to been eliminated.
Happy to see you still looks to improve and perfect this exe-file. Good on you mate.
 
In my experience if you mod artillery to be killable then the AI bombardment makes human defensive strongholds untenable long term without giving you free artillery. That is, the AI knows how to move its artillery into position. There are times when the artillery units and their def escorts were stuck in cities due to map bottlenecks.

I wouldn't set the build ratio higher than 10 on the config sheet though. It doesn't take too many pieces to strip away fixed fortification. Set it higher and artillery becomes boon or bust for the AI.
 
I hope I have not already mentioned my final position on the bombardment enhancement, but I concluded it helps the player and hurts the AI. They will make too many of them and just feed them to the player. I was feeling that the change up was good and they did once in great while do some damage with that tactic. The issue is they send one unit with each bombardment unit.
...
The biggest issue to me is that the resources they put into streaming out pairs bombardment devices is hurting empire improvements or making better stacks of attackers. It is the same bugaboo the Ai has of sending units out piecemeal.
I agree that enabling the AI to use artillery doesn't make it play better overall, but it does make it a more interesting opponent, which in my opinion is worth it. I tried to reduce the impact of the forced artillery builds on the AI's economy by forcing it to build artillery only when it would otherwise build an offensive land unit. So production for artillery gets diverted from attackers but not directly from infrastructure. However, artillery production still impacts infrastructure somewhat because the artillery units take defenders from their cities, triggering the AI to replace those. It's far from a perfect setup but there's no way I can see to improve it that wouldn't require a lot of work.

AH! Popups. Could you have a popup to let you know that an improvement was to create a unit within a couple of turns?
Sure, though I'm reluctant to add popups because I think the game has too many already.

I read in early posts that it was heck of a job to get a mod to "eliminate" the 512-city limit. How is the situation on this topic. Have it been canned forever ?
Quite the opposite, I'm working on lifting the city limit right now and hope to have it done at least as a preview version in a few weeks at most. Lifting the limit, and I'm careful to say "lifting" because eliminating it entirely is not feasible, turns out to be easier than I'd feared but still quite a bit of work. I'll write a post about why there is a limit and what's involved in increasing it after it's working.
 
I agree that enabling the AI to use artillery doesn't make it play better overall, but it does make it a more interesting opponent, which in my opinion is worth it. I tried to reduce the impact of the forced artillery builds on the AI's economy by forcing it to build artillery only when it would otherwise build an offensive land unit. So production for artillery gets diverted from attackers but not directly from infrastructure. However, artillery production still impacts infrastructure somewhat because the artillery units take defenders from their cities, triggering the AI to replace those. It's far from a perfect setup but there's no way I can see to improve it that wouldn't require a lot of work.
That is why, after several tests, in CCM artillery is still to be autoproduced in smaller numbers in that mod.
 
Quite the opposite, I'm working on lifting the city limit right now and hope to have it done at least as a preview version in a few weeks at most. Lifting the limit, and I'm careful to say "lifting" because eliminating it entirely is not feasible, turns out to be easier than I'd feared but still quite a bit of work. I'll write a post about why there is a limit and what's involved in increasing it after it's working.
This is great news. I think I "overplayed" that great old version of CivMod and had perhaps tons of cities over that limit. It was so much fun to just stretch it and somehow the last techs wasn't discovered unless you play perhaps 50-100 turns over the normal end. That of course made it possible to create new cities in a huge world, so without unlimited or at least a big increase of those +500 will be good in any new version of CivMod.
Now I can wait a bit further to make the end of CivMod original then hope a new CivMod (4 or just an update off v3) will drop. This mod have made this game still playable.
 
Having played in countless maps that reached the 512 limit, I cannot fathom having even more towns. Turns will be horrendously long. A cpu bound game such as civ3 will be painful on many players PC.
 
I agree that enabling the AI to use artillery doesn't make it play better overall, but it does make it a more interesting opponent, which in my opinion is worth it. I tried to reduce the impact of the forced artillery builds on the AI's economy by forcing it to build artillery only when it would otherwise build an offensive land unit. So production for artillery gets diverted from attackers but not directly from infrastructure. However, artillery production still impacts infrastructure somewhat because the artillery units take defenders from their cities, triggering the AI to replace those. It's far from a perfect setup but there's no way I can see to improve it that wouldn't require a lot of work.

If you managed to reduce the number of escort ships, would it be possible to achieve the opposite principle with accompanying artillery defense units? If each artillery unit were accompanied by 2 or 3 defense units, with AI_build_artillery_ratio = 4-8, they would not be such an easy target. In addition, if escort units that have more movement than the unit they are escorting were able to fortify themselves at the end of their actions or, in the case of ships, bombard enemies in sight, this would again improve the quality of their behavior. But I guess this falls into the category of a lot of work.


However, I hope that what I am about to describe here will not unnecessarily distract attention from the groundbreaking work on overcoming the 512 city limit. :clap: I may be forgetting, but what (if any) plans are there for the future regarding unit abilities? :hmm: As usual, I have a plethora of ideas and am curious about their possible or impossible implementation.

- Separation into classes:
type A,
type B,
type C,
type D,
type E,
type F,

etc.

- Relationships between classes: (Possible cumulation, for example, we get 75% through 25% and 50%.)
cannot attack type A,
can ONLY attack type A,
25% attack bonus against type A,
50% attack bonus against type A,
100% attack bonus against type A,
25% defense bonus against type A,
50% defense bonus against type A,
100% defense bonus against type A,
cannot attack type B,
can ONLY attack type B,
25% attack bonus against type B,
50% attack bonus against type B,
100% attack bonus against type B,
25% defense bonus against type B,
50% defense bonus against type B,
100% defense bonus against type B,
etc.

- Terrain bonuses: (Bonuses only apply when a unit starts its turn on a given tile. All cumulative, first apply multiplication and then addition.)
Bonus Terrain Attack +1 (A unit with this ability gains +1 to attack on terrain where it Ignores Move Cost.)
Bonus Terrain Attack +2 (A unit with this ability gains +2 to attack on terrain where it Ignores Move Cost.)
Bonus Terrain Attack x2 (A unit with this ability gains x2 to attack on terrain where it Ignores Move Cost.)
Bonus Terrain Defense +1 (A unit with this ability gains +1 to defense on terrain where it Ignores Move Cost.)
Bonus Terrain Defense +2 (A unit with this ability gains +2 to defense on terrain where it Ignores Move Cost.)
Bonus Terrain Defense x2 (A unit with this ability gains x2 to defense on terrain where it Ignores Move Cost.)
Bonus Terrain Movement +1 (A unit with this ability gains +1 to movement on terrain where it Ignores Move Cost.)
Bonus Terrain Movement +2 (A unit with this ability gains +2 to movement on terrain where it Ignores Move Cost.)
Bonus Terrain Movement x2 (A unit with this ability gains x2 to movement on terrain where it Ignores Move Cost.)

- Assimilation:
Assimilation (The ability of units to join the cities of other civilizations, thus giving cities citizens of other nations, with the number of these citizens equal to the population cost of the unit. Assimilation can only be performed if there is PEACE between the parties involved. Units with a population cost of 0 would add 10 food to the city instead of a full citizen during assimilation, and only if the added food caused the city to grow would assimilation be successful and a citizen of the unit's nationality be added.)
Prevents Assimilation (A unit with this ability standing in a city prevents the assimilation of units with the assimilation ability.)

- Infiltration:
Infiltration (The ability of units, regardless of population cost, to join the cities of other civilizations, with cities always gaining 1 citizen per 1 unit of another nation.)
EDIT: (The ability of units to join the cities of other civilizations, thus giving cities citizens of other nations, with cities always gaining one more population than the population cost of the infiltrating unit. An infiltrating unit with a population cost of 0 gives the city 1 citizen, with a population cost of 1 gives the city 2 citizens, and so on.) EDIT END.
Prevents Infiltration (A unit with this ability standing in a city prevents the infiltration of units with the infiltration ability.)

- Combat experience:
Lower Combat Experience (A unit with this ability is produced at the conscript level. A city with a building with the Veteran Ground/Sea/Air Units ability will produce a Regular from this unit.)
Higher Combat Experience (A unit with this ability is produced at the veteran level. A city with a building with the Veteran Ground/Sea/Air Units ability will produce an Elite from this unit.)
Forced Basic Rank (A unit with this ability ignores the presence of buildings that increase its rank when produced. When combined with Lower/Higher Combat Experience, a conscript/veteran is always created.)
Cannot Reach Veteran Rank (A unit with this ability cannot reach Veteran rank through combat.)
Cannot Reach Elite Rank (A unit with this ability cannot reach Elite rank through combat.)

- Commanders: (Cumulative bonuses for each commander.)
Commander in Defense (A unit with this ability gives a +5/10/15/20% (Based on combat experience) defense bonus to all units on the same tile.)
Commander in Offense (A unit with this ability gives a +5/10/15/20% (Based on combat experience) attack bonus to all units on the same tile.)
(Units without HPs with this ability would give +25%.)
EDIT:
Commander in Bombardment (A unit with this ability gives a +5/10/15/20% (Based on combat experience) bombardment bonus to all units on the same tile.)
Commander in Movement (A unit with this ability gives +0/1/2/3 (Based on combat experience) movement to all units on the same tile.)
Commander in HPs (A unit with this ability gives +0/1/2/3 (Based on combat experience) HPs to all units on the same tile.)
(Units without HPs with this ability would give +1.)
Commander Power Based on Rank (Required in combination with the previous abilities, otherwise the first non-zero minimum applies.)
Commander Power Based on Time (Alternative to the previous one. A unit with this ability gains strength of commander's ability based on time. For example, every 20 turns +5% defense bonus, every 25 turns +1 HP, defined in the config file.)
Commander Shares Classes (A unit with this ability can also buff units that are of a different class than the commander class, for example, a land commander and a sea unit.)
Static Commander (A unit with this ability gives the commander's buffs, which are updated at the beginning of each turn. Units retain the buffs for the entire turn and do not lose them when they leave the commander's range or when the commander is killed.)
Dynamic Commander (A unit with this ability gives the commander's buffs, which are updated whenever the commander acts. The commander moves, buffs are applied to new units within range, previous units outside the range lose the buffs. Units do not retain the buffs when they move too far away from the commander or when the commander is killed.)
(Static or Dynamic Commander must be selected for the commander to function properly!)
Can Buff Adjacent1 (A unit with this ability can buff units on all 8 adjacent tiles. As far as city radius 1.)
Can Buff Adjacent2 (A unit with this ability can buff units on all 12 surrounding tiles. As far as city radius 2 without city radius 1.)
Can Buff Adjacent3 (A unit with this ability can buff units on all 16 surrounding tiles. As far as city radius 3 without city radius 1 and 2.)
Cannot Benefit from Commander (A unit with this ability cannot benefit from commander bonuses.)
Can ONLY Buff Type A (A unit with this ability only gives benefits to type A units.),
Can ONLY Buff Type B (A unit with this ability only gives benefits to type B units.),
Can ONLY Buff Type C (A unit with this ability only gives benefits to type C units.),
Can ONLY Buff Type D (A unit with this ability only gives benefits to type D units.), etc.
EDIT END.

- Diplomats: (Do you remember that diplomats could buy units from other civilizations?)
Diplomat (Can purchase units from other civilizations. The price of the units (Based on shield cost) in the stack is added together. The resulting cost would be divided by 2/3/4/5 (Based on combat experience) of the diplomat. The division factor for diplomats without HPs would be defined in the config file.)
Cannot be Purchased (A unit with this ability cannot be purchased by a diplomat.)
Barbarian Diplomat (Can purchase barbarian units.)
Barbarian Friendly (Barbarian units do not attack this unit.)
Loses 1 HP after Purchase (Diplomat for the number of uses determined by its own HP.)
Dies after Purchase (Diplomat for one use only.)
EDIT: (The cheapness factor and the expensive factor are defined in the config file.)
Can Purchase a Group (A unit with this ability can purchase units in a group. Otherwise, only stand-alone units.)
Diplomat Shares Classes (A unit with this ability can also purchase units that are of a different class than the diplomat class, for example, a land diplomat and a sea unit.)
Prevents Purchasing (A unit with this ability prevents purchasing of OWN units on the same tile where it stands.)
Prevents Enemy Purchasing (A unit with this ability prevents purchasing of ENEMY units.)
Cheaper on Own Territory (The price of a unit with this ability is divided by the cheapness factor when purchased on own territory by a foreign diplomat.)
Cheaper on Neutral Territory (The price of a unit with this ability is divided by the cheapness factor when purchased on neutral territory by a foreign diplomat.)
Cheaper on Enemy Territory (The price of a unit with this ability is divided by the cheapness factor when purchased on enemy territory by a foreign diplomat.)
Cheaper on Ally Territory (The price of a unit with this ability is divided by the cheapness factor when purchased on ally territory by a foreign diplomat.)
Expensive on Own Territory (The price of a unit with this ability is multiplied by the expensive factor when purchased on own territory by a foreign diplomat.)
Expensive on Neutral Territory (The price of a unit with this ability is multiplied by the expensive factor when purchased on neutral territory by a foreign diplomat.)
Expensive on Enemy Territory (The price of a unit with this ability is multiplied by the expensive factor when purchased on enemy territory by a foreign diplomat.)
Expensive on Ally Territory (The price of a unit with this ability is multiplied by the expensive factor when purchased on ally territory by a foreign diplomat.)
Can ONLY Purchase Type A (A unit with this ability can only purchase type A units.),
Can ONLY Purchase Type B (A unit with this ability can only purchase type B units.),
Can ONLY Purchase Type C (A unit with this ability can only purchase type C units.),
Can ONLY Purchase Type D (A unit with this ability can only purchase type D units.), etc.
Prevents ONLY Purchasing Type A (A unit with this ability prevents purchasing of OWN type A units on the same tile where it stands.),
Prevents ONLY Purchasing Type B (A unit with this ability prevents purchasing of OWN type B units on the same tile where it stands.),
Prevents ONLY Purchasing Type C (A unit with this ability prevents purchasing of OWN type C units on the same tile where it stands.),
Prevents ONLY Purchasing Type D (A unit with this ability prevents purchasing of OWN type D units on the same tile where it stands.), etc.
Prevents ONLY Enemy Purchasing Type A (A unit with this ability prevents purchasing of ENEMY type A units.),
Prevents ONLY Enemy Purchasing Type B (A unit with this ability prevents purchasing of ENEMY type B units.),
Prevents ONLY Enemy Purchasing Type C (A unit with this ability prevents purchasing of ENEMY type C units.),
Prevents ONLY Enemy Purchasing Type D (A unit with this ability prevents purchasing of ENEMY type D units.), etc.
Purchase Range1 (A unit with this ability can purchase/prevents purchasing of units (based on what it is combined with) on all 8 adjacent tiles. As far as city radius 1.)
Purchase Range2 (A unit with this ability can purchase/prevents purchasing of units (based on what it is combined with) on all 12 surrounding tiles. As far as city radius 2 without 1.)
Purchase Range3 (A unit with this ability can purchase/prevents purchasing of units (based on what it is combined with) on all 16 surrounding tiles. As far as city radius 3 without 1 and 2.)
EDIT END.

- Healers:
Healer (A unit with this ability can perform healing actions.)
Can Heal one Unit (Heals 1 unit by 1 HP per movement action on the same tile where it stands, depending on the number of movements. If the healer has 2 movements, it can use its actions to heal 2 units by 1 HP or 1 unit by 2 HPs.)
Can Heal all Units (Heals all units by 1 HP per movement action on the same tile where it stands.)
Loses 1 HP after Healing (Healer for the number of uses determined by its own HP.)
Dies after Healing (Healer for one use only.)
EDIT:
Can Heal to Full (Heals 1 or all (based on what it is combined with) units to maximum HPs per movement action.)
Healer Shares Classes (A unit with this ability can also heal units that are of a different class than the healer class, for example, a land healer and a sea unit.)
Prevents Healing (A unit with this ability prevents healing of OWN units on the same tile where it stands.)
Prevents Enemy Healing (A unit with this ability prevents healing of ENEMY units.)
Can ONLY Heal Type A (A unit with this ability can only heal type A units.),
Can ONLY Heal Type B (A unit with this ability can only heal type B units.),
Can ONLY Heal Type C (A unit with this ability can only heal type C units.),
Can ONLY Heal Type D (A unit with this ability can only heal type D units.), etc.
Prevents ONLY Healing Type A (A unit with this ability prevents healing of OWN type A units on the same tile where it stands.),
Prevents ONLY Healing Type B (A unit with this ability prevents healing of OWN type B units on the same tile where it stands.),
Prevents ONLY Healing Type C (A unit with this ability prevents healing of OWN type C units on the same tile where it stands.),
Prevents ONLY Healing Type D (A unit with this ability prevents healing of OWN type D units on the same tile where it stands.), etc.
Prevents ONLY Enemy Healing Type A (A unit with this ability prevents healing of ENEMY type A units.),
Prevents ONLY Enemy Healing Type B (A unit with this ability prevents healing of ENEMY type B units.),
Prevents ONLY Enemy Healing Type C (A unit with this ability prevents healing of ENEMY type C units.),
Prevents ONLY Enemy Healing Type D (A unit with this ability prevents healing of ENEMY type D units.), etc.
Heal Range1 (A unit with this ability can heal/prevents healing of units (based on what it is combined with) on all 8 adjacent tiles. As far as city radius 1.)
Heal Range2 (A unit with this ability can heal/prevents healing of units (based on what it is combined with) on all 12 surrounding tiles. As far as city radius 2 without city radius 1.)
Heal Range3 (A unit with this ability can heal/prevents healing of units (based on what it is combined with) on all 16 surrounding tiles. As far as city radius 3 without city radius 1 and 2.)
EDIT END.

- Healing:
Can only Heal Automatically in cities (This unit automatically heals only in cities (+ fortresses). However, healers can heal this unit.)
Cannot Heal Automatically (This unit does not heal automatically, either in cities or outside cities. However, healers can heal this unit.)
Cannot Heal Automatically until U (This unit does not heal automatically, either in cities or outside cities, until U is invented or built. U is defined in the config file. However, healers can heal this unit.)
Cannot Heal Automatically until V (This unit does not heal automatically, either in cities or outside cities, until V is invented or built. V is defined in the config file. However, healers can heal this unit.)
Cannot be Healed (Healers cannot heal this unit.)
Cannot be Healed until X (Healers cannot heal this unit until X is invented or built. X is defined in the config file.)
Cannot be Healed until Y (Healers cannot heal this unit until Y is invented or built. Y is defined in the config file.)

- Food dependencies:
Requires Food (Related to my old idea that units would consume food from the tiles they stand on (or adjacent tiles). Units with this ability would consume food.)

- Units with professions: (I assume that many of these bonuses can only be tracked for units standing in a city.)
Architect (A unit with this ability gives +1/2/3/4 productions (Based on combat experience) to the tile it stands on.)
Statesman (A unit with this ability gives +1/2/3/4 cultures (Based on combat experience) to the tile it stands on.)
Entertainer (A unit with this ability gives +1/2/3/4 happy faces (Based on combat experience) to the tile it stands on.)
Scientist (A unit with this ability gives +1/2/3/4 science (Based on combat experience) to the tile it stands on.)
Economist (A unit with this ability gives +1/2/3/4 taxes (Based on combat experience) to the tile it stands on.)
Farmer (A unit with this ability gives +1/2/3/4 food (Based on combat experience) to the tile it stands on.)
(Units without HPs with this ability would give +5.)

- Units giving resources:
Giving resource R (Read from the first slot for the Required Resources, which is therefore not actually required.)
Giving resource S (Read from the second slot for the Required Resources, which is therefore not actually required.)
Giving resource T (Read from the third slot for the Required Resources, which is therefore not actually required.)
(The resource is only given locally to the tile on which the unit stands.)
Spreading resource R (A unit with this ability is able to spread resource R globally through a trade network.)
Spreading resource S (A unit with this ability is able to spread resource S globally through a trade network.)
Spreading resource T (A unit with this ability is able to spread resource T globally through a trade network.)

- Immunities:
Immune to Army (Units with this ability cannot be attacked by an army.)
Immune to Land (Units with this ability cannot be attacked by a land unit. From my point of view, however, according to this division, they should still be able to be attacked by an army.)
Immune to Sea (Units with this ability cannot be attacked by a sea unit.)
Immune to Air (Units with this ability cannot be attacked by an air unit.)
Immune to Army Bombardment (Units with this ability cannot be bombarded by an army.)
Immune to Land Bombardment (Units with this ability cannot be bombarded by a land unit. From my point of view, however, according to this division, they should still be able to be bombarded by an army.)
Immune to Sea Bombardment (Units with this ability cannot be bombarded by a sea unit.)
Immune to Air Bombardment (Units with this ability cannot be bombarded by an air unit.)
Immune to Lethal Land Bombardment (Units with this ability cannot be killed by an unit applying lethal land bombardment.)
Immune to Lethal Sea Bombardment (Units with this ability cannot be killed by an unit applying lethal sea bombardment.)
Immune to Cruise Missile (Units with this ability cannot be hit by a cruise missile.)
Immune to Tactical Nuke (Units with this ability cannot be hit by a tactical nuke.)
Immune to ICBM (Units with this ability cannot be hit by an ICBM.)

- Others:
Escort Unit (Primarily designated unit assigned as an escort to water transports or land artillery. If such a unit were available, it would take precedence over a regular defender or attack vessel.)
Cannot be Rushed (Production of units with this ability cannot be accelerated.)
Cannot be Captured (Units with this ability cannot be captured.)
Cannot be Enslaved (Units with this ability cannot be enslaved.)
Defines Enslavement (Together with the special action Enslave, it determines what a unit becomes enslaved to when attacked by a unit that has successfully performed the enslavement action. The unit itself does not enslave.)
Cannot Flee (Units with this ability cannot retreat from combat.)
EDIT:
Immortality (A unit with this ability cannot fall below 1 HP. With 1 HP, this unit cannot be attacked. During an ongoing attack, once it reaches 1 HP, the attack is interrupted.)
Immortality until M (A unit with this ability cannot fall below 1 HP until M is invented or built. M is defined in the config file.)
Immortality until N (A unit with this ability cannot fall below 1 HP until N is invented or built. N is defined in the config file.)
Proportional Attack (Attack of units with this ability is proportional to their HPs. Full HPs = maximum attack. 3/4 of maximum HPs = 75% of maximum attack power.)
Proportional Defense (Defense of units with this ability is proportional to their HPs. Full HPs = maximum defense. Half of maximum HPs = 50% of maximum defense power.)
Proportional Movement (Movement of units with this ability is proportional to their HPs. Full HPs = maximum movement. 1/4 of maximum HPs = 25% of maximum movement actions.)
Proportional Bombardment (Bombardment strength of units with this ability is proportional to their HPs.)

- Uncontrollable units with abilities:
Uncontrollable (A unit with this ability cannot be controlled. Cannot be selected or receive orders. Does whatever it wants at random. However, its actions cannot lead to a declaration of war. A form of control similar to AI control. Can be combined with one or all of the following abilities. Without them, it just stands still.)
Adventurer (Travels randomly back and forth across the map.)
Wanderer (Travels randomly between their own cities. If they can perform worker actions, there is a chance they will do so where they can.)
Fearless (Randomly attacks enemies that cross their path.)
Hunter (Actively searches for enemy units and attacks them randomly.)
City Hunter (Its targets also include enemy cities.)
Prefer Cities (Its targets include ONLY enemy cities.)
Not Suicidal (Takes into account the chance of winning in battle.)
Suicidal (Does NOT take into account the chance of winning in battle. With Self-preservation, it will first try to heal itself if injured before attacking again.)
Pillager (Randomly pillages enemy territory.)
Rebellious (Randomly pillages its own territory.)
Self-preservation (If wounded, it will randomly try to find a way to heal itself.)
Self-improvement (If possible, it will randomly attempt to upgrade itself.)

- Creation: (Together with the special action Enslave, this creates new units whenever the specified action occurs.)
Attack Creates
Defense Creates
Movement Creates
Bombing Creates
Skip Turn Creates
Wait Creates
Fortify Creates
Disband Creates
Go To Creates
Explore Creates
Sentry Creates
Worker Action Creates
Completion of Worker Action Creates
City Founding Creates
City Joining Creates
Exhaustion of Movements Creates
Promotion Creates
Retreat Creates
Death Creates
Loading Creates
Unloading Creates
Airlifting Creates
Pillaging Creates
Stealth Attacking Creates
Sacrificing Creates
Airdroping Creates
Building Army Creates
Finishing Improvements Creates
Upgrading Unit Creates
Capturing Creates
Start of Turn Creates
End of Turn Creates
Create a Clone
(Units with this ability (and more below) release the selection of units to be enslaved for further use, as they create (in this instance) themselves in conjunction with one (or more) of the above actions.)
Create Type A,
Create Type B,
Create Type C,
Create Type D,
etc.
Create Offensive Type A,
Create Offensive Type B,
Create Offensive Type C,
Create Offensive Type D,
etc.
Create Defensive Type A,
Create Defensive Type B,
Create Defensive Type C,
Create Defensive Type D,
etc.

- Desertion: (Principle: Every time a unit loses 1 HP during combat, there is a 0% chance of desertion. If the unit is winning, there is a -40% chance of desertion. If the unit is exposed to enemy fire (Zone of Control), there is a -20% chance of desertion. All 3 of these chances decrease or increase by 1/2/3/4% (Based on combat experience) for each unit that prevents or inspires desertion. Units without HPs with this ability (prevents or inspires) would give 5%.)
Desertion (A unit with this ability can switch sides. The chance of desertion is defined in the config file.)
Prevents Desertion (A unit with this ability prevents the desertion of OWN units with the desertion ability on the same tile where it stands.)
Inspires Desertion (A unit with this ability inspires the desertion of OWN units with the desertion ability on the same tile where it stands.)
Prevents Enemy Desertion (A unit with this ability prevents the desertion of ENEMY units with the desertion ability.)
Inspires Enemy Desertion (A unit with this ability inspires the desertion of ENEMY units with the desertion ability.)
Prevents ONLY Desertion Type A (A unit with this ability prevents only the desertion of OWN type A units with the desertion ability on the same tile where it stands.),
Prevents ONLY Desertion Type B (A unit with this ability prevents only the desertion of OWN type B units with the desertion ability on the same tile where it stands.),
Prevents ONLY Desertion Type C (A unit with this ability prevents only the desertion of OWN type C units with the desertion ability on the same tile where it stands.),
Prevents ONLY Desertion Type D (A unit with this ability prevents only the desertion of OWN type D units with the desertion ability on the same tile where it stands.), etc.
Inspires ONLY Desertion Type A (A unit with this ability inspires only the desertion of OWN type A units with the desertion ability on the same tile where it stands.),
Inspires ONLY Desertion Type B (A unit with this ability inspires only the desertion of OWN type B units with the desertion ability on the same tile where it stands.),
Inspires ONLY Desertion Type C (A unit with this ability inspires only the desertion of OWN type C units with the desertion ability on the same tile where it stands.),
Inspires ONLY Desertion Type D (A unit with this ability inspires only the desertion of OWN type D units with the desertion ability on the same tile where it stands.), etc.
Prevents ONLY Enemy Desertion Type A (A unit with this ability prevents only the desertion of ENEMY type A units with the desertion ability.),
Prevents ONLY Enemy Desertion Type B (A unit with this ability prevents only the desertion of ENEMY type B units with the desertion ability.),
Prevents ONLY Enemy Desertion Type C (A unit with this ability prevents only the desertion of ENEMY type C units with the desertion ability.),
Prevents ONLY Enemy Desertion Type D (A unit with this ability prevents only the desertion of ENEMY type D units with the desertion ability.), etc.
Inspires ONLY Enemy Desertion Type A (A unit with this ability inspires only the desertion of ENEMY type A units with the desertion ability.),
Inspires ONLY Enemy Desertion Type B (A unit with this ability inspires only the desertion of ENEMY type B units with the desertion ability.),
Inspires ONLY Enemy Desertion Type C (A unit with this ability inspires only the desertion of ENEMY type C units with the desertion ability.),
Inspires ONLY Enemy Desertion Type D (A unit with this ability inspires only the desertion of ENEMY type D units with the desertion ability.), etc.
Desertion Range1 (A unit with this ability prevents/inspires the desertion of OWN/ENEMY units with the desertion ability on all 8 adjacent tiles. As far as city radius 1.)
Desertion Range2 (A unit with this ability prevents/inspires the desertion of OWN/ENEMY units with the desertion ability on all 12 surrounding tiles. As far as city radius 2 without 1.)
Desertion Range3 (A unit with this ability prevents/inspires the desertion of OWN/ENEMY units with the desertion ability on all 16 surrounding tiles. As far as city radius 3 without 1 and 2.)
(The desertion range prevents or inspires desertion depending on the combination with one of the previous options.)
Always Deserts at 1 HP (A unit with this ability always deserts at 1 HP in a deadly (enemy unit on adjacent tile) situation.)
Likely Deserts at Low HPs (A unit with this ability more likely deserts at low HPs. Full HPs = normal chance. 3/4 of maximum HPs = 25% greater chance of desertion (If the chance was 2%, it is now 2.5%). Half of maximum HPs = 100% greater chance of desertion (If the chance was 2%, it is now 4%). 1/4 of maximum HPs = 225% greater chance of desertion. (If the chance was 2%, it is now 6.5%))
Prevents Desertion Power Based on Rank (Required in combination with the previous abilities, otherwise the first non-zero minimum applies. Prevents decreases the chance of desertion by 1/2/3/4%.)
Inspires Desertion Power Based on Rank (Required in combination with the previous abilities, otherwise the first non-zero minimum applies. Inspires increases the chance of desertion by 1/2/3/4%.)

- Extension of the All Terrain As Roads ability:
All Terrain As Terrain (A unit with this ability cannot travel faster on roads or railroads. Must be in combination with the included (some or all) territory!)
All Terrain As Railroads (A unit with this ability moves over any terrain as if it were a railroad. Must be in combination with the included (some or all) territory!)
All Roads As Railroads (A unit with this ability moves on any road as if it were a railroad. Must be in combination with the included (some or all) territory!)
All Railroads As Roads (A unit with this ability moves on any railroad as if it were a road. Must be in combination with the included (some or all) territory!)
All Hills As Roads (A unit with this ability moves on hills (not LM hills) as if it were a road. Must be in combination with the included (some or all) territory!)
All LM Hills As Roads (A unit with this ability moves on LM hills as if it were a road. Must be in combination with the included (some or all) territory!)
All Mountains As Roads (A unit with this ability moves on mountains (not LM mountains) as if it were a road. Must be in combination with the included (some or all) territory!)
All LM Mountains As Roads (A unit with this ability moves on LM mountains as if it were a road. Must be in combination with the included (some or all) territory!)
All Forests As Roads (A unit with this ability moves on forests (not LM forests) as if it were a road. Must be in combination with the included (some or all) territory!)
All LM Forests As Roads (A unit with this ability moves on LM forests as if it were a road. Must be in combination with the included (some or all) territory!)
All Jungles As Roads (A unit with this ability moves on jungles (not LM jungles) as if it were a road. Must be in combination with the included (some or all) territory!)
All LM Jungles As Roads (A unit with this ability moves on LM jungles as if it were a road. Must be in combination with the included (some or all) territory!)
All Marshes As Roads (A unit with this ability moves on marshes (not LM marshes) as if it were a road. Must be in combination with the included (some or all) territory!)
All LM Marshes As Roads (A unit with this ability moves on LM marshes as if it were a road. Must be in combination with the included (some or all) territory!)
All Deserts As Roads (A unit with this ability moves on deserts (not LM deserts) as if it were a road. Must be in combination with the included (some or all) territory!)
All LM Deserts As Roads (A unit with this ability moves on LM deserts as if it were a road. Must be in combination with the included (some or all) territory!)
All Plains As Roads (A unit with this ability moves on plains (not LM plains) as if it were a road. Must be in combination with the included (some or all) territory!)
All LM Plains As Roads (A unit with this ability moves on LM plains as if it were a road. Must be in combination with the included (some or all) territory!)
All Grasslands As Roads (A unit with this ability moves on grasslands (not LM grasslands) as if it were a road. Must be in combination with the included (some or all) territory!)
All LM Grasslands As Roads (A unit with this ability moves on LM grasslands as if it were a road. Must be in combination with the included (some or all) territory!)
All Tundras As Roads (A unit with this ability moves on tundras (not LM tundras) as if it were a road. Must be in combination with the included (some or all) territory!)
All LM Tundras As Roads (A unit with this ability moves on LM tundras as if it were a road. Must be in combination with the included (some or all) territory!)
All Flood Plains As Roads (A unit with this ability moves on flood plains (not LM flood plains) as if it were a road. Must be in combination with the included (some or all) territory!)
All LM Flood Plains As Roads (A unit with this ability moves on LM flood plains as if it were a road. Must be in combination with the included (some or all) territory!)
Include Own Territory (Extends in combination with "All Something as Something" to own territories.)
Include Neutral Territory (Extends in combination with "All Something as Something" to neutral (No man's land) territories.)
Include Enemy Territory (Extends in combination with "All Something as Something" to enemy territories.)
Include Ally Territory (Extends in combination with "All Something as Something" to ally territories.)

- Forced (scripted) actions:
Die If (after a Time) (A unit with this ability automatically dies t1 turns after its creation. t1 is defined in the config file.)
Disband If (after a Time) (A unit with this ability automatically disbands t2 turns after its creation. t2 is defined in the config file.)
Desertion If (after a Time) (A unit with this ability deserts (changes nationality to barbarian or any foreign nation) t3 turns after its creation. t3 is defined in the config file.)
Uncontrollable If (after a Time) (A unit with this ability cannot be controlled t4 turns after its creation. t4 is defined in the config file.)
Go To City If (after a Time) (A unit with this ability automatically goes to the nearest city t5 turns after its creation. t5 is defined in the config file.)
Join City If (after a Time) (A unit with this ability automatically joins the city (only possible if standing in a city) t6 turns after its creation. t6 is defined in the config file.)
EDIT END.
 
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@Flintlock, I have a question: If you manage to remove the city limit that you're working on, then "show_total_city_count = true" will show an irrelevant max limit of 512. Like this:

C3X - total cities.png

So the second (maximum) number is no longer needed. And the first number (TOTAL cities) may give away information not yet known to the human player; how far developed the competition is. Could you instead make it so the second number shows only how many cities you have actually discovered (KNOWN cities)? This will grow until it eventually matches the TOTAL city number, when the whole world has been discovered.

And then the first number: How many cities in your own kingdom (OWN cities)? I frequently find myself counting my own cities many times during a game. It helps me keep track of whether I have enough Workers and city defenders, the economy, military, and generally how far I've progressed. It's OK to count manually if there's only 9 or 10 cities, but it's awkward when you've got more than 50 or 100.

Something like this: Cities: 62 own / 205 known

Don't know if this is easy or hard to do, but it sure would be a nice quality of life improvement. 😊
 
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@Flintlock
I just noticed you added the caravan units feature to C3X_R24. I want to test it, but I don’t know how to turn on the Terraform AI strategy and at the same time keep worker actions disabled? :)
You need to use e.g. @Quintillus' Editor, which allows settings not permitted in the Firaxis Editor.
 
You need to use e.g. @Quintillus' Editor, which allows settings not permitted in the Firaxis Editor.
I managed to do that and followed the instructions about what to turn on and off in the editor, but my caravan unit does nothing when it enters the town that is building the wonder. I can cash in my regular treasury units, which have their AI strategy set to “Flag Unit,” but not the caravan. Do I need to add something else? The unit abilities are set to Foot Unit and Requires Escort. Is that correct?

caravan.JPG
 
I was under the impression that the point of Caravan-type units was to be able to stockpile / disband them for shields, like in the original CivDOS.
 
If you managed to reduce the number of escort ships, would it be possible to achieve the opposite principle with accompanying artillery defense units? If each artillery unit were accompanied by 2 or 3 defense units, with AI_build_artillery_ratio = 4-8, they would not be such an easy target. In addition, if escort units that have more movement than the unit they are escorting were able to fortify themselves at the end of their actions or, in the case of ships, bombard enemies in sight, this would again improve the quality of their behavior. But I guess this falls into the category of a lot of work.
You guessed right, those things would not be easy. The problem with assigning more escorting units to artillery is that I haven't figured out how to get them escorters the proper way. In other words, if they signal that they need more escorters, I don't think any would ever arrive. The way it works now is that they grab a defender from the city they're sitting in and assign it to themselves as an escort. It's fine to take one unit that way, but grabbing three defenders may not be possible and even taking two might leave the city undefended.

I may be forgetting, but what (if any) plans are there for the future regarding unit abilities? :hmm: As usual, I have a plethora of ideas and am curious about their possible or impossible implementation.
These are the kind of things I would want to do through Lua. For example, I'll insert a call to Lua to get unit strengths and combat odds when combat begins, and in there you could insert whatever crazy logic you want for attack bonuses and maluses. Adding new unit abilities would be quite a lot of work, for one thing the AI would need to be programmed to use them, but also the game logic just isn't flexible in that way. Even for the interface, the available commands are hardcoded. I could work around that and maybe produce a nice way to add commands from Lua, but we'll see.

- Combat experience:
Changing the experience level of units when they're spawned in unfortunately awkward. You'd think it would be a simple matter of patching the method that creates units and modifying the new units' levels before returning them, but no. The game does not set the experience levels in that method, it sets them in bits of code that run after that method. At each location where a unit is spawned, there's a separate bit of code to set its experience level, and all those bits of code would need to be patched. Nothing I can't deal with, just remarking that seemingly simple changes can be difficult to make happen for no good reason.

I have a question: If you manage to remove the city limit that you're working on, then "show_total_city_count = true" will show an irrelevant max limit of 512. Like this:
...
So the second (maximum) number is no longer needed. And the first number (TOTAL cities) may give away information not yet known to the human player; how far developed the competition is. Could you instead make it so the second number shows only how many cities you have actually discovered (KNOWN cities)? This will grow until it eventually matches the TOTAL city number, when the whole world has been discovered.
The limit will be lifted, not removed entirely so it will look something like this:
so_many_cities.JPG

But yeah, what you're asking for makes sense and wouldn't be difficult. The original idea behind the city count was so that the player could know how far they were from the city limit. It leaks information to the player, but that's why it's off by default.

I managed to do that and followed the instructions about what to turn on and off in the editor, but my caravan unit does nothing when it enters the town that is building the wonder. I can cash in my regular treasury units, which have their AI strategy set to “Flag Unit,” but not the caravan. Do I need to add something else? The unit abilities are set to Foot Unit and Requires Escort. Is that correct?
That unit is correctly configured as a caravan unit. Caravans don't do anything special when they enter cities, they are regular units whose intended purpose is to be disbanded for shields. The caravan feature in R24 only affects the AI, letting it use that kind of unit.
 
Caravans in human hands are a way for productive cities to "store" shields to be disbanded precisely (of course they should not have maintenance cost). When done correctly, much waste and overflow could be avoided.

As for artillery, right now the AI will grab 1 defender and try to head to the nearest enemy city to lay siege to it. But they won't use artillery defensively. So when your artillery SOD approaches their city they won't be meeting it with theirs for a big pitched battle. Instead, their SOD will be laying siege somewhere else, provided they can path find their way there. If not, they'd be stuck and not participate at all.

The AI can use airpower much more intelligently, but they still don't guard their bomber stack properly. Imagine a 20 bomber stack guarded 2 defenders in a border town.
 
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You can get a city count in CA2, you just have to add them up yourself. That is, once you have contact with all nations. It is not too hard as some nations have been eliminated by that time.
 
This is a delightful mod for civ3 and I'm impressed how much it expands modding possibilities. I'm designing a new custom mod which is primarily about creating different dynamics to combat & war. Would any of these be possible additions?

units:
-the ability to designate some unit types as having zero support costs
-the ability to designate some unit types with higher support costs (e.g. 2 gold/turn, 10 gold/turn). There is an interaction here with "free unit support per city" that would have to be settled. I think the interaction should be that "free unit support per city" gets reinterpreted as "free support gold per city", and so may no longer fully cover expensive units
-the ability to designate some unit types as being limited in the total number of copies you can have built at one time

unit promotion system:
-change the promotion chances for each promotion
-remove some promotions (setting the chance to be 0)
-change the great leader chance and/or set the chance to be 0

unit hp system:
-change the amount of hp restored per turn (in city & in field)

capturing cities:
-the ability to designate some improvement types as not being destroyed when a city is captured
-a global mod setting to always have improvements remain after city capture

terrain improvements:
-the ability to designate certain terrain improvements as increasing multiple yields (food, shields, commerce)
-the ability to designate how the AI will choose to improve each tile (e.g., irrigating grasslands vs mining grasslands)
 
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